Feats: B (Part 3 of 6)

60 feats, from Beasts of Slumbering Steel to Blessed Sacrifice.

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Part: 1 2 3 4 5 6

Beasts of Slumbering Steel · Become Thought · Bellflower Dedication · Bend Space · Beneath Notice · Benefactor's Majesty · Bespell Strikes · Bespell Strikes · Bespell Strikes · Bespell Weapon · Bespell Weapon · Bespell Weapon · Bestiary Scholar · Betraying Shank · Between The Scales · Between the Scales · Big Mouth · Biographical Eye · Biographical Eye · Bisten · Bizarre Magic · Bizarre Magic · Bizarre Transformation · Black Cat Curse · Black Cat Curse · Black Powder Blaze · Black Powder Boost · Black Powder Embodiment · Black Powder Flash · Blade Brake · Blade Of Justice · Blade Of Law · Blade Of The Crimson Oath · Blank Slate · Blank Slate · Blast Lock · Blast Resistance · Blast Tackle · Blasting Beams · Blaze Of Revelation · Blaze Of Revelation · Blazing Aura · Blazing Streak · Blazing Talon Surge · Blazing Wave · Bleed Out · Bleeding Finisher · Bleeding Finisher · Bless Shield · Bless Tonic · Bless Toxin · Blessed Blood · Blessed Blood · Blessed Counterstrike · Blessed Denial · Blessed Denial · Blessed Medicine · Blessed One Dedication · Blessed One Dedication · Blessed Sacrifice

Beasts of Slumbering Steel [>>>]

FEAT 18

impulse kineticist metal primal 

You conjure metal elemental mounts made of interlocking metal pieces. Target up to 5 Medium or smaller willing creatures within 30 feet. Large mounts appear underneath them, and the targets can immediately Mount the creatures. Each mount can take four different forms. One form has only a land Speed of 80 feet, and the other forms each have a land Speed of 30 feet with a climb, fly, or swim Speed of 60 feet. Each rider chooses the initial form and can change the form as a single action, which has the concentration trait. The mounts have AC 40, Fortitude +30, Reflex +30, Will +25, and 180 Hit Points. They're mindless and immune to bleed, healing, paralyzed, poison, and sleep. They can't attack.

They remain for 1 minute or until you use this impulse again. You can use this impulse as a 1-minute exploration activity to make the duration 1 hour, but this halves the mounts' defenses and HP.

Rage of Elements, page 31.

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Become Thought

FEAT 20

psychic transmutation 

You shed some of your material form, becoming a being of pure thought. This has the following effects.

Dark Archive, page 29.

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Bellflower Dedication

FEAT 6

uncommon archetype dedication 

Prerequisites Charisma 14, expert in Stealth and Survival, member of the Thaigred Network

You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. Choose up to six other people to be your "crop." Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them.

Special You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype.

This feat leads to: Cut The Bonds, Garden Path, Practiced Guidance, Scarecrow, Tiller's Aid, and Tiller's Drive.

Age of Ashes #3: Tomorrow Must Burn, page 75.

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Bend Space

FEAT 17

uncommon kashrishi 

Prerequisites Transcendent Realization

Not even space itself is a match for the unleashed power of your mind. You can cast teleport as an innate occult spell. You don't need to touch creatures to target them with this innate spell as long as they're in range of your empathic sense.

LOIL, page 45.

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Beneath Notice

FEAT 10

archetype 

Prerequisites Golden League Xun Dedication, expert in Deception

You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and Slippery Secrets skill feats. In addition, while in a crowd, you can Impersonate a nondescript member of the crowd as a three action activity (one action if you are legendary in Deception).

Fists of the Ruby Phoenix #2: Ready? Fight!, page 76.

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Benefactor's Majesty [>]

FEAT 17

healing kobold visual 

Once per day, you tap into the grandeur of your warren's benefactor. You gain temporary Hit Points equal to your level, which last for single gate minute. In addition, you can immediately attempt a flat check to remove each type of persistent damage you have. Finally, until the start of your next turn, any creature targeting you with a harmful attack, spell, or ability much first succeed at a DC reflow elements flat check or the action is disrupted as the creature avoids setting eyes upon your majesty.

Player Core 2.

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Bespell Strikes [F]

FEAT 4

wizard 

Requirements Your most recent action was to Cast a non-cantrip spell.

Once per turn. You siphon spell energy into one Weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the Weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

Player Core 1, page 202.

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Bespell Strikes [F]

FEAT 4

oracle 

Requirements Your most recent action was to Cast a noncantrip spell.

Once per turn. You siphon spell energy into one Weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the Weapon or unarmed attack deals an extra 1d6 force damage and gains the divine trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

Player Core 2, page 139.

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Bespell Strikes [F]

FEAT 4

sorcerer 

Requirements Your most recent action was to Cast a noncantrip spell.

Once per turn. You siphon spell energy into one Weapon you’re wielding or into one of your unarmed attacks, such as a fist. Until the end of your turn, the Weapon or unarmed attack deals an extra 1d6 force damage and gains the trait of your bloodline’s magical tradition if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).

Player Core 2, page 153.

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Bespell Weapon [F]

FEAT 4

oracle 

Frequency once per turn

Requirements Your most recent action was to cast a noncantrip spell.

You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

Advanced Player’s Guide, page 79.

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Bespell Weapon [F]

FEAT 4

sorcerer 

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.

You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

Core Rulebook, page 199.

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Bespell Weapon [F]

FEAT 4

wizard 

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.

You siphon spell energy into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

Core Rulebook, page 210.

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Bestiary Scholar

FEAT 10

archetype 

Prerequisites master in Arcana, Crafting, Nature, Occultism, or Religion; Tokaikral Dedication

You learn how to apply your extensive knowledge of certain creatures using the lore you know. When you gain this feat, choose one of the following skills in which you have attained master proficiency: Arcana, Crafting, Nature, Occultism, or Religion. You can use the chosen skill to Recall Knowledge to identify any creature normally identifiable by any of the above skills. In addition, when you critically succeed at identifying a creature, you gain a +1 circumstance bonus to your next attack roll or saving throw against that creature.

LOPSG, page 45.

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Betraying Shank [>]

FEAT 6

archetype 

Prerequisites Twilight Speaker Dedication

Requirements You are within melee reach of a target, but it is not in combat with you.

While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception. In a flash, you draw a sheathed or concealed agile or finesse weapon and make a melee Strike. The target is flat-footed against your Strike. You then roll Deception for initiative.

Gatewalkers #3: Dreamers of the Nameless Spires, page 79.

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Between The Scales

FEAT 9

kobold 

Underestimating you is a grave mistake, but it's one others keep making. You've learned to take advantage of slips in your foes' defenses. When you Strike a flat-footed creature using a melee weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait.

Advanced Player’s Guide, page 15.

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Between the Scales

FEAT 9

kobold 

You've learned to take advantage of slips in your foes' defenses. When you Strike an off-guard creature using a melee Weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait.

Player Core 2.

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Big Mouth

FEAT 9

ratfolk 

Prerequisites Cheek Pouches

Your cheek pouches are especially stretchy. Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged.

Advanced Player’s Guide, page 23.

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Biographical Eye

FEAT 7

general secret skill 

Prerequisites master in Society

In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire.

Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC.

Critical Success You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.Success You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live.Failure You learn the creature's profession and the region of the world they hail from, but no more.Critical Failure You learn a piece of erroneous information about the creature.

Advanced Player’s Guide, page 203.

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Biographical Eye

FEAT 7

general secret skill 

Prerequisites master in Society

In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, spy a pin indicating their membership in a secret Society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire.

Spend single gate minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +single gate circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their Nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC.

Critical Success You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.Success You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live.Failure You learn the creature's profession and the region of the world they hail from, but no more.Critical Failure You learn a piece of erroneous information about the creature.

Player Core 2.

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Bisten [R]

FEAT 8

archetype 

Prerequisites Basic Captivator Spellcasting

Trigger A creature Casts a Spell from the enchantment or illusion school.

Requirements You have an innate non-cantrip captivator spell of the same school.

Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others.

When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had Cast the Spell. You then attempt to counteract the triggering spell with your spell.

LOTGB, page 121.

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Bizarre Magic

FEAT 7

general skill 

Prerequisites master in Occultism

You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.

Core Rulebook, page 258.

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Bizarre Magic

FEAT 7

general skill 

Prerequisites master in Occultism

You can draw upon strange variations in your spellcasting, whether or not you can Cast occult single spell. The DCs to Recognize Spell you Cast and Identify Magic you use increase by 5.

Player Core 1.

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Bizarre Transformation [>]

FEAT 14

druid manipulate metamagic 

Prerequisites Wild Shape

The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool. If your next action is to cast wild shape, you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing.

The chosen attack gains the appropriate trait.

Dark Archive, page 65.

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Black Cat Curse [R]

FEAT 13

catfolk divination misfortune occult 

Frequency once per day

Trigger A creature within 30 feet you can see would succeed at a save.

You hiss a spiteful curse at the creature. The target must reroll the triggering saving throw and use the worse result.

Advanced Player’s Guide, page 11.

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Black Cat Curse [R]

FEAT 13

catfolk misfortune occult 

Trigger A creature within 30 feet you can see would succeed at a save.

You hiss a spiteful curse. The target rerolls the triggering saving throw and use the worse result. once per day.

Player Core 2.

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Black Powder Blaze [>>]

FEAT 8

archetype 

Prerequisites Black Powder Boost

Requirements You're wielding a loaded firearm.

You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. Stride and use Black Powder Boost. Make a ranged Strike with the required weapon at any point during the Black Powder Boost.

Guns & Gears, page 132.

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Black Powder Boost [>] OR [>>]

FEAT 4

gunslinger 

Requirements You're wielding a loaded firearm.

You fire your weapon as you jump, using the kickback to go farther. You Leap and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you High Jump or Long Jump instead.

Special An ability that allows you to High Jump or Long Jump as a single action (like the Quick Jump skill feat) lets you use Black Powder Boost as a single action for those jumps as well.

This feat leads to: Black Powder Blaze and Reach For The Stars.

Guns & Gears, page 112.

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Black Powder Embodiment [>>]

FEAT 18

archetype conjuration teleportation 

Prerequisites Spellshot Dedication, master in Arcana

Requirements You're wielding a loaded magical firearm or crossbow.

You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. Strike a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target.

Guns & Gears, page 141.

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Black Powder Flash [>>]

FEAT 10

archetype visual 

Prerequisites Powder Punch Stance

Requirements You're in Powder Punch Stance.

You ignite a pinch of black powder in a foe's face. Choose an adjacent creature. It must attempt a Fortitude save against your class DC.

Critical Success The creature is unaffected.Success The creature is dazzled for 1 round.Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can rub its eyes as an Interact action to end this blinded condition.Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.

OoA1, page 79.

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Blade Brake [R]

FEAT 2

fighter manipulate 

Trigger You would be moved by a forced movement effect.

Requirements You are wielding a melee Weapon and are within reach of a hard surface.

You plow your Weapon into a floor, wall, or another sturdy surface, anchoring yourself in place. If you would be moved 20 feet or more, you are moved only 5 feet. Otherwise, you don’t move at all.

Player Core 1, page 141.

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Blade Of Justice [>>]

FEAT 12

champion 

Prerequisites tenets of good

You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite).

Core Rulebook, page 113.

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Blade Of Law [>>]

FEAT 12

archetype 

Prerequisites Maefalei Dedication

You call upon the power of law and make a weapon or unarmed Strike against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The Strike deals two extra weapon damage dice if the target of your Strike is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage.

LOCG, page 84.

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Blade Of The Crimson Oath [>>]

FEAT 12

archetype 

Prerequisites Knight Reclaimant Dedication

You call upon the Crimson Oath to smite undead and then make a weapon or unarmed Strike against an undead foe. The Strike deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage.

LOCG, page 95.

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Blank Slate

FEAT 16

rogue 

Prerequisites legendary in Deception

Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn't reveal you, locate or scrying wouldn't find you, and so on.

Core Rulebook, page 188.

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Blank Slate

FEAT 16

rogue 

Prerequisites legendary in Deception

Your deceptions confound even the most powerful magic that could spy on you. detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract rank of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, truesight wouldn’t reveal you, locate or scrying wouldn’t find you, and so on.

Player Core 1, page 176.

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Blast Lock [>]

FEAT 1

attack gunslinger 

Requirements You're wielding a loaded firearm.

Sometimes taking the shortest distance between two points involves removing an obstacle or two. You shoot your firearm at a lock within 10 feet. Make an attack roll against the DC required to Pick the Lock.

Critical Success You open the lock, or you achieve two successes toward opening a complex lock.Success You open the lock, or you achieve one success toward opening a complex lock.Failure You fail to open the lock, and your shot makes it harder to open. Future attempts to Pick the Lock or Blast the Lock take a –2 circumstance penalty.Critical Failure You fail to open the lock, and your shot makes it much harder to open. Future attempts to Pick the Lock or Blast the Lock take a –4 circumstance penalty.

Guns & Gears, page 111.

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Blast Resistance

FEAT 5

uncommon dwarf 

Access You are from Zouzeikod or Tobraid.

You're used to the clamor of steel, the crack of a firearm, and the thunderous blast of explosions. You gain resistance 3 to sonic. If you roll a success on a saving throw against an auditory effect that causes the deafened condition, you get a critical success instead.

Guns & Gears, page 200.

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Blast Tackle [>>]

FEAT 14

gunslinger 

Prerequisites way of the vanguard

Requirements You're wielding a two-handed crossbow or a firearm that has the kickback or scatter trait.

You throw yourself at an enemy, bracing your weapon against it and pulling it close before releasing a destructive shot. Attempt to Grapple; if you're wielding your weapon in both hands, you Release one hand to do so. If your Grapple succeeds, you can immediately Strike the target of the Grapple with the required weapon, even if it's a two-handed weapon you're holding in one hand. This Strike deals an additional 3d6 precision damage.

As long the creature remains grabbed or restrained, you can use just one hand to reload the weapon and Strike that creature with it.

Guns & Gears, page 117.

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Blasting Beams [>]

FEAT 2

rare attack deviant evocation magical 

Requirements You have a free hand.

A directed beam of heat or an arc of lightning is one of the simplest ways to project energy. You fire a blast or beam from one hand. Make an attack roll against a creature within 30 feet.

If you succeed, the beam deals 1d6 damage for every 2 levels you have to the target, or double damage on a critical success.

Awakening Your beams blast through targets. Instead of making an attack roll to damage a single creature within 30 feet, you can use Blasting Beams as a 2-action activity to damage all creatures in a 60-foot line, with a basic Reflex save.

Awakening You can choose to launch smaller, quicker beams from your eyes instead. These deal d4s instead of d6s, but the attack has the agile trait, and you don't need a hand free to make it, though your eyes must be uncovered.

Dark Archive, page 78.

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Blaze Of Revelation

FEAT 18

oracle 

Your mind and body can, for a short time, withstand the devastation of overdrawing your curse. When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from Diverse Mystery, or other revelation spells you gained from other abilities) without spending Focus Points or taking any further negative effects.

At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, and you must attempt a DC 40 Fortitude save.

Critical Success You aren't otherwise affected.Success You are drained 2 and can't reduce or remove this condition until your next preparations.Failure You are drained 4 and can't reduce or remove this condition until your next preparations.Critical Failure You die.

Advanced Player’s Guide, page 81.

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Blaze Of Revelation [F]

FEAT 18

oracle 

Requirements You are cursebound 4.

Your mind and body can, for a short time and with great peril, surpass the final limits of your curse. For single gate minute, you shed torrential flames, become surrounded by spirits, or otherwise overflow with divine power in a way that suits your mystery. On each of your turns during that time, you can cast one revelation spell without spending Focus Points.

At the end of the minute, the durations of any revelation single spell you Cast during that time end, and you must attempt a Critical Success You aren’t otherwise affected.

Success You are drained 2 and can’t reduce or remove this condition until your next preparations.

Failure You are drained 4 and can’t reduce or remove this condition until your next preparations.

Critical Failure You die.

Player Core 2, page 143.

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Blazing Aura [R]

FEAT 17

concentrate evocation fire ifrit primal 

Frequency once per day

Trigger Your turn begins.

You explode in flame. Enemies in a 20-foot emanation take 7d6 fire damage (basic Reflex save using your class DC or spell DC, whichever is higher). Allies in the area are quickened for 1 round and can use the additional action to Strike or Stride.

LOAG, page 104.

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Blazing Streak [>>>]

FEAT 10

flourish monk 

Prerequisites Stoked Flame Stance

Requirements You're in Stoked Flame Stance.

Stride twice, making Strikes against up to four different creatures within reach at any point during your movement.

Flashing sparks Strikes made during Blazing Streak deal fire damage instead of slashing.

Secrets of Magic, page 202.

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Blazing Talon Surge [>>]

FEAT 6

fire flourish monk 

Prerequisites Rain of Embers Stance

Requirements You are in Rain of Embers Stance.

You rush forward and latch onto your enemy with talons of hungering fire. Stride once. If you end your movement within reach of at least one enemy, you can make a fire talon Strike against that enemy that deals an additional 1d4 persistent fire damage. If it hits and deals damage, you can attempt an Athletics check to Grapple the creature you hit.

This feat leads to: Explosive Death Drop.

LOPSG, page 119.

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Blazing Wave [>>]

FEAT 4

fire impulse kineticist overflow primal 

Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. Each creature in the area takes 4d6 fire damage with a basic Reflex save against your class DC. A creature that critically fails its save is knocked prone.

Level (+2) The damage increases by 1d6.

Rage of Elements, page 28.

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Bleed Out [>]

FEAT 2

attack sorcerer 

Requirements Your most recent action was to Cast a non-cantrip spell that granted you a blood magic effect.

You channel the residual energy from the last spell you Cast into a ranged bloodletting. Make a ranged spell attack roll persistent bleed damage equal to the rank of the spell you just Cast.

Player Core 2, page 153.

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Bleeding Finisher [>]

FEAT 8

finisher swashbuckler 

Your blow inflicts profuse bleeding. Make a slashing or piercing Strike with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage.

Advanced Player’s Guide, page 91.

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Bleeding Finisher [>]

FEAT 8

finisher swashbuckler 

Your blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also takes persistent bleed damage equal to your precise Strike finisher damage.

Player Core 2, page 166.

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Bless Shield [>]

FEAT 4

archetype divine 

Prerequisites Sitreiku Sentry Dedication, you worship a good-aligned deity

Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield. Until the beginning of your next turn your shield, any shield boss, or shield spikes gain the effects of a ghost touch property rune. Additionally, damage you take as a result of an incorporeal creature's Strike can trigger your Shield Block reaction, even if the damage isn't physical damage.

LOKL, page 78.

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Bless Tonic

FEAT 7

general positive skill 

Prerequisites master in Crafting, deity who grants heal divine font

You channel positive energy into restoratives that ward against harm. When you Craft an alchemical item that restores Hit Points (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical item and gains the positive trait. For example, an elixir of life would become a blessed elixir of life. When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in Crafting.

LOGM, page 104.

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Bless Toxin

FEAT 7

general negative skill 

Prerequisites master in Crafting, deity who grants harm divine font

You pour negative energy into toxins you create to further debilitate your targets. When you Craft an alchemical poison (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical poison and gains the negative trait. When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a positive effect are reduced by 5, or by 10 if you are legendary in Crafting.

LOGM, page 104.

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Blessed Blood

FEAT 5

aasimar 

Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of holy water

Whenever a fiend, undead, or creature with a weakness to good damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 good damage. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your own blood as one of the ingredients.

Advanced Player’s Guide, page 36.

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Blessed Blood

FEAT 1

sorcerer 

Prerequisites bloodline that grants divine spells, you follow a deity

Your deity's blessings manifest in your blood-borne power.

Add up to three of your deity's spells (spells your deity grants to clerics) to your spell list. They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list.

LOGM, page 104.

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Blessed Counterstrike [>]

FEAT 12

champion flourish 

Prerequisites divine smite’s reaction that grants an ally resistance

Requirements An enemy triggered your divine smite’s reaction to an enemy’s damage (including the grandeur, justice, liberation, and redemption causes) since the end of your last turn.

You call upon divine power and make a Weapon or unarmed Strike against the enemy who triggered your divine smite’s reaction. The Strike deals one extra Weapon damage die. If this Strike hits, until the start of your next turn, the target gains weakness equal to half your level to all Strikes made by you and your allies.

Player Core 2, page 98.

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Blessed Denial [R]

FEAT 12

archetype 

Prerequisites Blessed One Dedication

Trigger An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied.

You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.

Advanced Player’s Guide, page 162.

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Blessed Denial [R]

FEAT 12

archetype 

Prerequisites Blessed One Dedication

Trigger An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied.

You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally has more than one eligible condition at the same time, choose one to reduce.

Player Core 2, page 190.

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Blessed Medicine

FEAT 4

archetype fortune skill 

Prerequisites Undead Slayer Dedication

Trigger You fail a check to Treat a Disease that was inflicted by an undead (such as ghoul fever or mummy rot).

Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result.

Book of the Dead, page 28.

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Blessed One Dedication

FEAT 2

archetype dedication 

You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell.

This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells.

Special You can't select another dedication feat until you have gained two other feats from the blessed one archetype.

This feat leads to: Blessed Denial, Blessed Sacrifice, and Blessed Spell.

Advanced Player’s Guide, page 162.

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Blessed One Dedication

FEAT 2

archetype dedication 

You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell (page 256). The rules for focus spells appear on page 298 of Player Core. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. You become trained in spell attack modifier and spell

Player Core 2, page 190.

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Blessed Sacrifice

FEAT 4

archetype 

Prerequisites Blessed One Dedication

You gain the protector's sacrifice domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 162.

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