Feats: C (Part 3 of 7)

60 feats, from Ceremony Of Sunlight to Cleric Dedication.

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Part: 1 2 3 4 5 6 7

Ceremony Of Sunlight · Ceremony Of The Evened Hand · Ceremony Of The Strengthened Hand · Certain Stratagem · Certain Strike · Certain Strike · Chain Infusion · Chain Reaction · Champion Dedication · Champion Dedication · Champion Resiliency · Champion Resiliency · Champion's Reaction · Champion's Sacrifice · Champion’s Reaction · Champion’s Sacrifice · Chance Death · Change of Face · Changeling Lore · Channel Rot · Channel Smite · Channel Smite · Channel The Boudoufalaex · Channeled Succor · Channeling Block · Charged Creation · Charlatan · Charmed Life · Charmed Life · Charming Liar · Charming Liar · Charred Remains · Cheat Death · Cheat Death · Cheek Pouches · Chemical Contagion · Chemical Contagion · Chemical Purification · Choking Smoke · Chosen Of Muvram · Chromotherapy · Chronocognizance · Chronomancer's Secrets · Chronoskimmer Dedication · Cindersoul · City Scavenger · City Scavenger · Clan Pistol · Clan Protector · Clan's Edge · Claws Of The Dragon · Cleansing Light · Cleansing Subroutine · Clear as Air · Clear The Way · Clear The Way · Cleave · Cleave · Cleric Dedication · Cleric Dedication

Ceremony Of Sunlight

FEAT 5

conrasu 

You have learned how to master the power contained within sunlight, just like the trees that form your body. Your Sunlight Healing recovers 1d8 Hit Points per level.

LOME, page 109.

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Ceremony Of The Evened Hand

FEAT 1

conrasu 

You have cultivated your exoskeleton's form for close combat, using knots, whorls, and reinforced branches. When you select this feat, you gain a claws unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits or a branch unarmed attack that deals 1d6 bludgeoning damage and has the backswing trait. Each of these unarmed attacks is in the brawling weapon group and uses one of your hands.

Special You can select this feat twice, choosing the other unarmed attack the second time you take it.

This feat leads to: Ceremony Of The Strengthened Hand.

LOME, page 109.

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Ceremony Of The Strengthened Hand

FEAT 9

conrasu 

Prerequisites Ceremony of the Evened Hand

Your exoskeleton's weapons are even more potent. If you have a claws unarmed attack, it gains the deadly d8 trait. If you have a branch unarmed attack, it gains the shove and trip traits.

LOME, page 110.

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Certain Stratagem

FEAT 2

investigator 

You know exactly where to Strike a foe to target their weak spots. When you make a Strike that you’re adding your Intelligence modifier to due to Devising a Stratagem and miss, you deal half of your strategic Strike damage to the target.

This damage type is that of the Weapon or unarmed attack you used for the Strike.

Player Core 2, page 107.

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Certain Strike [>]

FEAT 10

fighter press 

Even when you don't hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect.

Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)

Core Rulebook, page 150.

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Certain Strike [>]

FEAT 10

fighter press 

Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following Failure effect.

Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from Weapon runes, single spell, and special abilities, in addition to Weapon damage dice.)

Player Core 1, page 147.

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Chain Infusion [>]

FEAT 10

infusion kineticist 

The elemental matter in your blast keeps reconstituting itself to travel onward, no matter how many bodies it collides with.

If your next action is an Elemental Blast and it hits, attempt a new ranged Elemental Blast from the target against a different creature that's within the blast's range, measuring from the creature you hit. You can keep chaining the blast in this way each time you hit. Your multiple attack penalty applies normally to any blasts in the chain after the first. You can make up to five blasts total, but you can't target the same creature more than once. Roll damage only once and apply it to each creature you hit. (If you start with a melee blast, you still add your Strength to only that blast, not the successive ranged blasts.)

Rage of Elements, page 23.

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Chain Reaction [>>>]

FEAT 12

archetype 

Prerequisites Unexpected Sharpshooter Dedication

Frequency once per 10 minutes

You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone.

Make a Strike with a ranged weapon, and if you hit, you can make another Strike at a target within 30 feet of the first target. If you hit the second target, attempt to Strike a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack.

However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a Strike against yet during this particular use of Chain Reaction.

This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your Strike. Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage.

Guns & Gears, page 143.

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Champion Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Strength 14, Charisma 14

Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.

You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause.

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

This feat leads to: Basic Devotion, Advanced Devotion, Champion Resiliency, Champion's Reaction, Diverse Armor Expert, Divine Ally, and Healing Touch.

Core Rulebook, page 223.

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Champion Dedication

FEAT 2

archetype champion dedication multiclass 

Prerequisites Strength +2, Charisma +2

Choose a deity. You are bound by your deity’s anathema and can receive that deity’s divine sanctification. Choose a cause as you would if you were a champion, with the same options a champion must abide by. You gain its edicts and anathema but don’t gain the other abilities.

You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become You become trained in light armor and medium armor.

If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you have a class feature that grants you expert proficiency in unarmored defense and you’re 13th level or higher, you also become an expert in the armor types granted to you by this feat.

Player Core 2, page 177.

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Champion Resiliency

FEAT 4

archetype 

Prerequisites Champion Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier

You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.

Core Rulebook, page 223.

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Champion Resiliency

FEAT 4

archetype champion 

Prerequisites Champion Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier

You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.

Player Core 2, page 177.

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Champion's Reaction

FEAT 6

archetype 

Prerequisites Champion Dedication

You can use the champion's reaction associated with your cause.

Core Rulebook, page 223.

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Champion's Sacrifice

FEAT 12

champion 

Prerequisites tenets of good

You can suffer so that others might live. You can cast the champion's sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 114.

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Champion’s Reaction

FEAT 6

archetype champion 

Prerequisites Champion Dedication

You can gain and use the champion’s reaction associated with your cause.

Player Core 2, page 177.

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Champion’s Sacrifice

FEAT 12

champion 

Prerequisites you aren’t unholy

You can suffer so that others might live. You can Cast the divine smite’s sacrifice devotion spell (page 257).

Player Core 2, page 98.

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Chance Death [R]

FEAT 1

duskwalker fortune 

Frequency once per day

Trigger You would die as a result of a failed saving throw or recovery check.

Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. You can reroll the triggering recovery check or saving throw, but you must use the new result, even if it's worse than the first roll.

Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.

LOAG, page 30.

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Change of Face

FEAT 4

archetype skill 

Prerequisites Alter Ego Dedication

You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you Impersonate, you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you Impersonate in this way, your Impersonate activity gains the occult trait.

Dark Archive, page 126.

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Changeling Lore

FEAT 1

changeling 

All too aware of your true nature, you've studied hags and their powers. You gain the trained proficiency rank in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Hag Lore.

Advanced Player’s Guide, page 31.

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Channel Rot

FEAT 10

archetype 

Prerequisites Accursed Touch

You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist Strikes.

Book of the Dead, page 52.

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Channel Smite [>>]

FEAT 4

cleric divine necromancy 

Prerequisites harmful font or healing font

Cost Expend a harm or heal spell.

You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell's damage to the Strike's damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a heal spell).

Core Rulebook, page 122.

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Channel Smite

FEAT 4

cleric divine 

Cost Expend a harm or heal spell.

You siphon the energies of life and death through a melee attack and into your foe. Make a melee Strike. On a hit, you Cast the single gate-action version of the expended spell to damage the target, in addition to the normal damage from your Strike. The target automatically gets a Failure on its save (or a critical Failure if your Strike was a critical hit). The spell doesn't have the manipulate trait when Cast this way.

The spell is expended with no effect if your Strike fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a heal spell).

Player Core 1, page 116.

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Channel The Boudoufalaex [>>]

FEAT 17

aphorite 

Frequency once per day

You tap into the Boudoufalaex's collective cognitive well, rapidly parsing near-infinite variables to read your surroundings. For 1 minute, you gain precise motion sense out to 60 feet, you can see invisible creatures and objects, and you gain the effects of a 9th-level true seeing.

LOAG, page 78.

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Channeled Succor

FEAT 8

cleric 

Prerequisites healing font

You can remove conditions with divine grace. You can sacrifice one heal spell you've prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.

Core Rulebook, page 124.

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Channeling Block

FEAT 14

cleric 

Prerequisites Shield Block

You pour divine energy into a desperate block. When you Shield Block, you can expend a harm or heal spell. Roll 1d8 for each rank of the spell, and increase the shield's Hardness by the total for this block.

Player Core 1, page 119.

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Charged Creation

FEAT 12

archetype 

Prerequisites Persistent Creation

Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you.

LOCG, page 104.

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Charlatan

FEAT 1

general skill 

Prerequisites trained in Deception

You've learned to mimic the abilities of spellcasters by studying their flourishes and words. When you activate a magic item to generate a spell effect, attempt a Deception check. If you succeed against an onlooker's Perception DC, to that onlooker, you appear to Cast that Spell instead. Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can't determine that the source of the effect was a magic item.

LOGM, page 104.

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Charmed Life [R]

FEAT 2

swashbuckler 

Prerequisites Charisma 14

Trigger You attempt a saving throw, but you haven't rolled yet.

When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save.

This feat leads to: Incredible Luck.

Advanced Player’s Guide, page 89.

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Charmed Life [R]

FEAT 2

swashbuckler 

Prerequisites Charisma +2

Trigger You attempt a saving throw, but you haven’t rolled yet.

When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save. If you succeed on the triggering saving throw, you gain panache until the end of your next turn.

Player Core 2, page 165.

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Charming Liar

FEAT 1

general skill 

Prerequisites trained in Deception

Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.

Core Rulebook, page 259.

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Charming Liar

FEAT 1

general skill 

Prerequisites trained in Deception

Your charm allows you to win over those you Lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one Step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.

Player Core 1.

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Charred Remains [F]

FEAT 9

fire ifrit metamagic 

Frequency once per day

Your next fire spell leaves embers in its wake. If your next action is to Cast a Spell with an area and the fire trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through.

LOAG, page 104.

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Cheat Death [R]

FEAT 12

swashbuckler 

Trigger You take damage that would reduce you to 0 Hit Points.

Somehow you always escape the reaper by a hair's breadth.

You avoid being knocked out or killed and remain at 1 Hit Point, but you become doomed 1 (or increase your doomed value by 1 if you were already doomed). You can't reduce or ignore the doomed condition from Cheating Death. The doomed condition from Cheating Death lasts for 10 minutes, though this doesn't affect the duration of any other doomed condition you have.

Advanced Player’s Guide, page 92.

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Cheat Death [R]

FEAT 12

swashbuckler 

Trigger You take damage that would reduce you to 0 Hit Points.

Somehow you always Escape the reaper by a hair’s breadth.

You avoid being knocked out or killed and remain at single gate Hit Point and gain panache, but you become doomed single gate (or increase your doomed value by 1 if you were already doomed). You can’t reduce or ignore the doomed condition from Cheating death.

The doomed condition from Cheating death lasts for 10 minutes, though this doesn’t affect the duration of any other doomed condition you have.

Player Core 2, page 168.

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Cheek Pouches

FEAT 1

ratfolk 

Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an Interact action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square.

This feat leads to: Big Mouth and Quick Stow.

Advanced Player’s Guide, page 22.

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Chemical Contagion [R]

FEAT 16

alchemist 

Trigger A creature within 30 feet critically fails its initial saving throw against a poison you created.

With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison.

Advanced Player’s Guide, page 107.

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Chemical Contagion

FEAT 18

archetype 

Prerequisites Poisoner Dedication

Your injury poisons can spray onto creatures. You gain the toxicologist alchemist’s greater field discovery (page 62).

Player Core 2, page 210.

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Chemical Purification [F]

FEAT 4

uncommon additive 2 alchemist 

Access Kaetiarn have access to this feat.

Frequency once per round

Trigger You use Quick Alchemy to craft an alchemist's fire or ghost charge, and that bomb's level is at least 2 levels lower than your advanced alchemy level.

You developed a method to chemically purify and consecrate your bombs on the fly.

You include this additive mixture when crafting your alchemist's fire or ghost charge.

The created bomb deals 1d4 persistent positive damage in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with negative healing.

LOKL, page 83.

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Choking Smoke

FEAT 12

archetype 

Prerequisites Smoldering Explosion

When you cast fireball heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of stinking cloud.

LOTGB, page 125.

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Chosen Of Muvram

FEAT 5

goblin 

Prerequisites worshipper of Muvram

You bear the favor and blessings of Muvram, the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage.

Choose one goblin heritage that you do not already have; you gain that heritage and its benefits.

LOCG, page 38.

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Chromotherapy [>>]

FEAT 2

uncommon general healing manipulate skill 

Prerequisites expert in Medicine

You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light. When using a torch, lantern, or other artificial light source to illuminate an area of dim light or darker, you use a combination of alchemical reagents, medicinal components, and colored lenses to turn that light one of seven colors, allowing you to help an ally recover from persistent damage. You give that target an assisted recovery, but the target can be anywhere within the bright light of the light source instead of needing to be adjacent to you.

Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of persistent damage from which you help the target recover. Color Description Red You increase blood flow to heat the body, attempting to end persistent cold damage.

Orange You cancel out electric charge, attempting to end persistent electricity damage.

Yellow You reduce pain and mental stress, attempting to end persistent mental damage.

Green You promote blood flow in a way that helps clot wounds, attempting to end persistent bleed damage.

Blue You cool the body, attempting to end persistent fire damage.

Indigo You render acids inert, attempting to end persistent acid damage.

Violet You purify the body, attempting to end persistent poison damage.

Dark Archive, page 78.

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Chronocognizance

FEAT 7

archetype skill 

Prerequisites Time Mage Dedication, master in Perception

The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the slowed or quickened conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a Perception check, as determined by the GM. If you're legendary in Arcana, Nature, or Occultism, or Religion, whenever a creature that you can observe gains the benefits of time stop or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration.

Dark Archive, page 184.

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Chronomancer's Secrets

FEAT 8

archetype 

Prerequisites Time Mage Dedication

The secrets of time peel back, revealing deeper truths. You gain either the stasis domain spell or the path of least resistance focus spell. Increase the number of Focus Points in your pool by 1.

Special You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.

Dark Archive, page 185.

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Chronoskimmer Dedication

FEAT 2

rare archetype 

You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier.

Both stabilizing and destabilizing your timestream are fortune effects.

Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC.

Special You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype.

This feat leads to: Turn Back the Clock, Guide the Timeline, Reversing Charge, Superimpose Time Duplicates, Borrow Time, Steal Time, Combat Premonition, Escape Timeline, and Space-Time Shift.

Dark Archive, page 186.

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Cindersoul

FEAT 1

ifrit lineage 

The fire of your elemental ancestor manifests like dying embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from persistent acid, bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance).

LOAG, page 103.

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City Scavenger

FEAT 1

goblin 

You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.

When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.

Special If you have the irongut goblin heritage, increase the bonuses to +2.

Core Rulebook, page 48.

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City Scavenger

FEAT 1

goblin 

You know that the greatest treasures often look like refuse. You gain a +single gate circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.

When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival at the same time while you Subsist, without spending any additional days of downtime. You also gain a +single gate circumstance bonus to this check.

Special If you have the irongut goblin heritage, increase the bonuses to +2.

Player Core 1.

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Clan Pistol

FEAT 1

uncommon dwarf 

Access You are from Zouzeikod or Tobraid.

Raised in the ancient halls of Zouzeikod or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your clan dagger. Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to Gather Information or Make an Impression when interacting with citizens of Tobraid, Zouzeikod, or their allies.

Guns & Gears, page 200.

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Clan Protector

FEAT 5

dwarf 

Your clan dagger can protect your allies as easily as yourself. When you use an Interact action to gain a circumstance bonus to AC from your clan dagger's parry trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple Interact actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you.

LOCG, page 20.

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Clan's Edge [>>]

FEAT 1

dwarf 

Prerequisites trained in clan daggers

By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger Strikes against different targets. Your multiple attack penalty applies normally to these Strikes. You then use an Interact action to gain the +1 circumstance bonus to your AC from your clan dagger's parrying trait.

This feat leads to: Protective Sheath.

LOCG, page 20.

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Claws Of The Dragon

FEAT 4

archetype 

Prerequisites Dragon Disciple Dedication

Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are agile, finesse unarmed attacks that deal 1d6 slashing damage and are in the brawling weapon group.

If you're a draconic sorcerer, when you cast dragon claws, increase the spell's slashing damage die from d4 to d6 and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level.

Advanced Player’s Guide, page 168.

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Cleansing Light [>>]

FEAT 17

concentrate kashrishi light necromancy occult 

Frequency once per day

A burst of light from your horn cleanses your allies of ailments and sends your foes reeling. You and all allies in a 20-foot emanation benefit from a 4th-level restoration spell. All enemies within the emanation are dazzled until the end of your next turn.

LOIL, page 45.

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Cleansing Subroutine

FEAT 1

android 

Your nanites help purge your body of harmful chemicals and toxins. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison.

LOAG, page 72.

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Clear as Air [>>]

FEAT 6

air illusion impulse kineticist overflow primal 

Compact layers of air diffract and bend light around your body, making you appear as clear as the sky on a perfect day. You become invisible until the end of your next turn. You can Sustain the impulse. If you use a hostile action, the impulse ends after that action is completed. If you activate your kinetic aura, the impulse conceals its elements, though any special effects of your aura might give away your location.

This impulse weakens if you use it too frequently. Using it again within 10 minutes makes you concealed instead of invisible.

Level (10th) The impulse doesn't end if you take a hostile action, but if you're invisible, you become concealed instead of invisible until the start of your next turn.

Level (16th) Taking a hostile action has no effect on the impulse.

Rage of Elements, page 24.

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Clear The Way [>>]

FEAT 6

archetype 

Prerequisites Mauler Dedication

Requirements You're wielding a melee weapon in two hands.

You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target. Then Stride up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved.

Advanced Player’s Guide, page 183.

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Clear The Way [>>]

FEAT 6

archetype 

Prerequisites Mauler Dedication

Requirements You’re wielding a melee weapon in two hands.

You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target and ignoring the requirement that you have a hand free. Then Stride up to half your Speed.

This movement doesn’t trigger reactions from any of the creatures you successfully Shoved. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.

Player Core 2, page 207.

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Cleave [R]

FEAT 6

barbarian rage 

Trigger Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.

You swing clear through one foe and into another. Make a melee Strike against the second foe.

This feat leads to: Great Cleave.

Core Rulebook, page 90.

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Cleave [R]

FEAT 6

barbarian rage 

Trigger Your melee Strike reduces an enemy to 0 Hit Points, and another enemy is adjacent to that creature.

You swing clear through one foe and into another. Make a melee Strike against the second enemy.

Player Core 2, page 79.

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Cleric Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Wisdom 14

You cast spells like a cleric. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity.

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

This feat leads to: Basic Cleric Spellcasting, Divine Breadth, Expert Cleric Spellcasting, Master Cleric Spellcasting, Basic Dogma, and Advanced Dogma.

Core Rulebook, page 224.

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Cleric Dedication

FEAT 2

archetype cleric dedication multiclass 

Prerequisites Wisdom +2

You cast spells like a cleric. You gain the Cast a Spell activity.

You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells.

Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema and can receive that deity’s divine sanctification. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity.

Player Core 1, page 217.

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