Feats: D (Part 1 of 7)

60 feats, from Daemon Magic to Deepest Wellspring.

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Part: 1 2 3 4 5 6 7

Daemon Magic · Daibiamias's Defense · Dance Of Intercession · Dance Of Thunder · Dance Underfoot · Dance Underfoot · Dancing Leaf · Dancing Leaf · Dandy Dedication · Dandy Dedication · Dangerous Sorcery · Dangle · Dangle · Daredevil's Gambit · Daring Act · Daring Flourish · Dark Persona's Presence · Darting Monkey · Dash of Herbs · Dashing Strike · Dastardly Dash · Daywalker · Daywalker · Dazing Blow · Dazing Blow · Dazzling Block · Dazzling Bullet · Dead Reckoning · Deadeye · Deadly Aim · Deadly Aim · Deadly Butterfly · Deadly Grace · Deadly Grace · Deadly Poison Weapon · Deadly Simplicity · Deadly Simplicity · Deadly Strikes · Death Warden · Death's Door · Death's Drums · Deathly Secrets · Debilitating Bomb · Debilitating Bomb · Debilitating Dichotomy · Debilitating Dichotomy · Debilitating Shot · Debilitating Shot · Debilitating Venom · Deceptive Worship · Deceptive Worship · Decry Thief · Deep Freeze · Deep Lore · Deep Lore · Deep Roots · Deep Vision · Deeper Dabbler · Deeper Dabbler · Deepest Wellspring

Daemon Magic

FEAT 9

tiefling 

Prerequisites Grimspawn

The magic of Kreifalaid runs through your blood, and you can wield that power. You can cast death knell and false life each once per day as 2nd-level divine innate spells.

Advanced Player’s Guide, page 40.

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Daibiamias's Defense [R]

FEAT 7

uncommon general skill 

Prerequisites master in Intimidation

Frequency once per day

Trigger You are targeted by or are in the area of a mental spell or effect.

You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected.

If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Dark Archive, page 78.

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Dance Of Intercession [>>>]

FEAT 20

uncommon cleric 

Prerequisites expert in Performance

Frequency three times per day

You either performed in or stood witness to the dance used to invoke the Celestial Dragon and can harness a sliver of their power. You Stride in a dance up to half your Speed, attempting a DC 35 Performance check. You can perform this dance up to three times per day. The second time you do so in the same day, use the degree of success one worse than your actual roll on the Performance check. The third time in a day, use the degree of success two lower than your actual roll.

Critical Success You perform the movements of the Dance of Intercession so gracefully that you evoke a glimmer of the memory of the Celestial Dragon's awesome power. You cast the 3-action version of either 9th-level harm or heal at any point during your Stride. This does not use any spell slots.Success As critical success, but the spell is 7th level instead of 9th as you stumble through the movements.Failure As critical success, but the spell is 5th level instead of 9th as you stumble through the movements.Critical Failure You fail to remember the steps of the dance. You gain no additional effect beyond Striding half your Speed, and you can't attempt the Dance of Intercession again until your next daily preparations.

Fists of the Ruby Phoenix #3: King of the Mountain, page 75.

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Dance Of Thunder [>>>]

FEAT 14

concentrate gunslinger 

Frequency once per minute

Requirements You're wielding a loaded firearm or crossbow and are not fatigued.

Your steps echo with the thunderous retort of exploding black powder as you dance a dance of death. Take any of the following actions you choose in any order: Step, Strike against a target within your firearm's first range increment, and Interact to reload. If you attempted a Strike and it succeeded, you can repeat these three actions again in any order. If you attempted a Strike in the second set and succeeded, you can repeat the actions one last time.

After using Dance of Thunder, you become fatigued for 1 minute.

Guns & Gears, page 117.

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Dance Underfoot

FEAT 9

halfling 

Prerequisites Step Lively

You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy's space. Also, when using the Step Lively feat, you can Step into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze.

This feat leads to: Toppling Dance.

Advanced Player’s Guide, page 46.

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Dance Underfoot

FEAT 9

halfling 

Prerequisites Step Lively

You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy's space. Also, when using the Step Lively feat, you can Step into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a Giant instinct or dragon instinct, but not an ooze.

Player Core 1.

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Dancing Leaf

FEAT 2

monk 

You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don't count any distance fallen while you are adjacent to a wall.

Core Rulebook, page 160.

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Dancing Leaf

FEAT 2

monk 

You are as light as a leaf order on the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.

Player Core 2, page 120.

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Dandy Dedication

FEAT 2

archetype dedication 

Prerequisites trained in Diplomacy

You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other feloums, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis.

You become trained in Deception and Society; if you were already trained, you become an expert instead.

Special You can't select another Dedication feat until you have gained two other feats from the dandy archetype.

This feat leads to: Distracting Flattery, Fabricated Connections, Gossip Lore, and Party Crasher.

Advanced Player’s Guide, page 167.

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Dandy Dedication

FEAT 2

archetype dedication 

Prerequisites trained in Diplomacy

You are a consummate student of dignity, etiquette, and fashion. You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity.

Influence Rumor (downtime) You spend at least 1 day of downtime attempting to manipulate the course, tone, or content of a rumor to your benefit. You need to succeed at a Diplomacy check to shift the rumor as you intend. The community, the relative perceptiveness of the inhabitants, and the agency of other feloums, but it typically is no

Player Core 2, page 195.

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Dangerous Sorcery

FEAT 1

sorcerer 

Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level.

Core Rulebook, page 198.

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Dangle

FEAT 9

lizardfolk 

Prerequisites Flexible Tail

You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword.

LOAG, page 48.

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Dangle [>]

FEAT 9

move vanara 

Prerequisites Climbing Tail

You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a bo staff.

You can Release your tail to drop down, and you cease hanging if you take an action with the move trait.

LOIL, page 56.

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Daredevil's Gambit

FEAT 12

archetype 

Prerequisites Daring Act

If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is flat-footed against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you.

LOCG, page 75.

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Daring Act [>>]

FEAT 6

archetype 

Prerequisites trained in Acrobatics or Athletics, Shikhaegaix Braggart Dedication

You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an Acrobatics or Athletics check against your target's Reflex DC. If you succeed, you can Stride up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is flat-footed against the next melee attack you attempt against it before the end of your turn.

This feat leads to: Daredevil's Gambit and Daring Flourish.

LOCG, page 74.

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Daring Flourish

FEAT 10

archetype 

Prerequisites Daring Act

You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee Strike against the target or attempt to Disarm the target. The target is flat-footed against the Strike you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn.

LOCG, page 75.

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Dark Persona's Presence [F]

FEAT 8

aura emotion enchantment fear mental psychic 

Trigger You Unleash your Psyche.

When you Unleash your Psyche, all your rage and pain—the portion of your psyche dedicated to cruel retribution—come along with it.

The force of your dark persona's negativity batters constantly against all creatures in a 30-foot emanation when you Unleash your Psyche and for as long as your Psyche is Unleashed. A creature must attempt a Will save against your spell DC the first time it enters the emanation, or if it's in the emanation when you take this action; it doesn't need to attempt a save again, even if it leaves the emanation and returns. A creature frightened by your Dark Persona's Presence can't decrease its frightened value below 1 while within the emanation.

Critical Success The creature is unaffected.Success The target is frightened 1.Failure The target is frightened 2.Critical Failure The target is frightened 3.While your Psyche is Unleashed, your dark persona cares only for destruction. You can Cast a Spell only if it can directly damage an enemy or object or can impose a detrimental condition or penalty on one.

Dark Archive, page 26.

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Darting Monkey

FEAT 5

vanara 

You have a heightened awareness in combat, and your darting strikes prevent your foes from distracting you or breaking your focus. When you hit a creature of your level or lower while that creature is flanking you, flanking doesn't make you flat-footed to that creature. This benefit lasts until the start of your next turn or until the creature moves, whichever comes first. The creature can still help its other allies flank.

LOIL, page 55.

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Dash of Herbs [>>]

FEAT 6

healing impulse kineticist plant primal vitality wood 

A small cloud of medicinal herbs heal a creature. The type of herbs depends on which malady you decide to treat: confused, disease, poison, sickened, or injuries. Target one living creature within 30 feet, who regains 2d8+4 HP and can attempt a new save against one malady of the chosen kind. If you chose injuries, instead increase the healing dice to d10s. The creature becomes temporarily immune to Dash of Herbs for 10 minutes.

Alternatively, you can add the herbs to a dish of food being prepared for up to six people. Creatures who partake in the meal gain the benefits. The herbs' healing effects wear off if not eaten within an hour, though their flavor remains.

Level (+2) The healing increases by 1d8.

Rage of Elements, page 34.

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Dashing Strike [>]

FEAT 12

fighter press 

Requirements You are adjacent to an enemy.

Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Dashing Strike while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Player Core 1, page 149.

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Dastardly Dash [>]

FEAT 4

flourish swashbuckler 

You dash past an opponent, confounding them with underhanded tactics. Stride up to half your speed. You can attempt a trip or a Dirty Trick (if you have that action) against one opponent you pass within range of at any point during your movement.

Player Core 2, page 165.

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Daywalker

FEAT 6

abjuration archetype divine 

Prerequisites Vampire Dedication

Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits (page 44) and can't be destroyed by sunlight. This doesn't prevent you from becoming slowed by exposure to the sun.

Book of the Dead, page 58.

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Daywalker

FEAT 13

dhampir 

Whether through painstaking exposure, devoted prayer, or simple luck, you've found a greater affinity for life through the sun's light. When in an area of direct natural sunlight, your negative healing is suppressed, meaning you are healed by positive healing effects and harmed by negative energy.

LOAG, page 28.

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Dazing Blow [>]

FEAT 6

fighter press 

Requirements You have a creature grabbed.

You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect.

Critical Success The creature is unaffected.Success The creature is stunned 1.Failure The creature is stunned 2.Critical Failure The creature is stunned 3.

Advanced Player’s Guide, page 126.

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Dazing Blow [>]

FEAT 6

fighter press 

Requirements You have a creature grabbed.

You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The Weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude incapacitation effect.

Critical Success The creature is unaffected.

Success The creature is stunned 1.

Failure The creature is stunned 2.

Critical Failure The creature is stunned 3.

Player Core 1, page 144.

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Dazzling Block

FEAT 10

evocation light magus visual 

Prerequisites Arcane Cascade, sparkling targe hybrid study

Requirements You are in Arcane Cascade stance.

When you use Shield Block, you can create a flash of brilliant, multicolored light in a 15-foot cone. Each creature in the area must attempt a Fortitude save, with the following effects.

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 spend an Interact action rubbing its eyes to end this blinded condition.Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.

Secrets of Magic, page 47.

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Dazzling Bullet [>]

FEAT 6

archetype flourish 

Prerequisites Pistol Phenom Dedication

Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a Performance check against the target creature's Will DC and make a ranged firearm Strike against that target. If the Strike deals damage to the target creature and you succeed at the Performance check, the creature is dazzled for 1 round.

Guns & Gears, page 137.

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Dead Reckoning [>>]

FEAT 4

archetype concentrate skill 

Prerequisites Vofalai Agent Dedication, trained in Survival

You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location).

LOPSG, page 41.

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Deadeye [>]

FEAT 12

concentrate gunslinger 

You relax your eyes, taking in the smallest movements of objects, stirring of grass and leaves, and other signs of the presence of hidden things, granting you the ability to locate invisible creatures. Until the start of your next turn, you can see invisible creatures and objects as silhouettes defined by the movement of air, slight depressions in the ground, and other tells that less-keen eyes would overlook, which makes them merely concealed from you.

Guns & Gears, page 117.

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Deadly Aim [>]

FEAT 8

open ranger 

Prerequisites weapon specialization

You aim for your prey's weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.

Core Rulebook, page 174.

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Deadly Aim [>]

FEAT 8

flourish ranger 

Prerequisites Weapon specialization

You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.

Player Core 1, page 161.

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Deadly Butterfly

FEAT 8

archetype 

Prerequisites Butterfly Blade Dedication

You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for broners when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time.

Fists of the Ruby Phoenix #1: Despair on Danger Island, page 78.

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Deadly Grace

FEAT 16

swashbuckler 

Your graceful attacks are especially powerful. When you score a critical hit with an agile or finesse melee weapon that has the deadly trait, you double the number of dice from that trait. When you wield an agile or finesse melee weapon that doesn't have the deadly trait, it gains the deadly d8 trait instead.

Advanced Player’s Guide, page 93.

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Deadly Grace

FEAT 16

swashbuckler 

Your graceful attacks are especially powerful. When you score a critical hit with an agile or finesse melee Weapon that has the deadly trait, you double the number of dice from that trait.

When you wield an agile or finesse melee Weapon that doesn’t have the deadly trait, it gains the deadly d8 trait instead.

Player Core 2, page 169.

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Deadly Poison Weapon

FEAT 12

uncommon rogue 

Prerequisites Improved Poison Weapon

Your poisons are devastatingly potent. When you apply a simple poison with Poison Weapon, the poison deals 4d4 poison damage instead of 1d4 poison damage. When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC.

Age of Ashes #5: Against the Scarlet Triad, page 78.

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Deadly Simplicity

FEAT 1

cleric 

Prerequisites deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon

Your deity's weapon is especially powerful in your hands. When you are wielding your deity's favored weapon, increase the damage die size of that weapon by one step. If your deity's favored weapon is an unarmed attack (such as a fist, if you worship Kagaid) and its damage die is smaller than d6, instead increase its damage die size to d6.

Core Rulebook, page 121.

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Deadly Simplicity

FEAT 1

cleric 

Prerequisites deity with a simple or unarmed attack favored Weapon, trained with your deity's favored Weapon

When you are wielding your deity's favored Weapon, increase the damage die size of that Weapon by one Step.

If your deity's favored Weapon is an unarmed attack (such as a fist, if you worship Kagaid) and its damage die is smaller than d6, instead increase its damage die size to d6.

Player Core 1, page 113.

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Deadly Strikes

FEAT 20

monk 

You have honed your body to attack with lethal focus. Your unarmed attacks gain the deadly d10 trait, or you increase their deadly trait to d10 if the unarmed attack is already deadly with a smaller die size.

Advanced Player’s Guide, page 131.

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Death Warden

FEAT 6

archetype positive 

Prerequisites Hallowed Necromancer Dedication

With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the negative trait.

Book of the Dead, page 25.

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Death's Door [R]

FEAT 14

archetype 

Prerequisites Swordmaster Dedication

Frequency once per 10 minutes

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

You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked unconscious, nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds.

LOCG, page 115.

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Death's Drums

FEAT 9

orc 

Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking persistent damage or your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws.

Advanced Player’s Guide, page 19.

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Deathly Secrets

FEAT 6

archetype 

Prerequisites Reanimator Dedication

No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the eyes of the dead or subjugate undead focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating over the earthly remains of a dead sentient creature. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite.

Special You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point.

This feat leads to: Greater Deathly Secrets and Master of the Dead.

Book of the Dead, page 34.

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Debilitating Bomb [F]

FEAT 6

additive 2 alchemist 

Frequency once per round

Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.

Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).

This feat leads to: Greater Debilitating Bomb and True Debilitating Bomb.

Core Rulebook, page 78.

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Debilitating Bomb

FEAT 6

additive alchemist 

You can add a crystalline additive to an alchemical bomb to have it undermine your enemy. Choose dazzled, deafened, offguard, or a –5-foot status penalty to Speeds. If the attack with the bomb hits, in addition to the bomb’s normal effects, the target must succeed at a Fortitude saving throw or take that this saving throw, even if someone else throws the bomb.

Player Core 2, page 66.

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Debilitating Dichotomy

FEAT 8

oracle 

You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the debilitating dichotomy revelation spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 80.

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Debilitating Dichotomy [>>]

FEAT 8

concentrate cursebound divine mental oracle 

You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another’s conflicts as well. You and one creature within 30 feet each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. At 10th level, and every 2 levels thereafter, the damage increases by 3d6.

Player Core 2, page 140.

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Debilitating Shot [>>]

FEAT 10

fighter flourish 

Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.

Core Rulebook, page 150.

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Debilitating Shot [>>]

FEAT 10

fighter flourish 

Aiming for a weak point, you impede your foe with a precise shot. Make a ranged Weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.

Player Core 1, page 147.

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Debilitating Venom

FEAT 5

vishkanya 

Prerequisites Envenom

Your venom is particularly potent, affecting targets in different ways. When you gain this feat, select one of the following debilitations. When you use Envenom, you can choose to apply a debilitation to your venom to adjust its effects. The changes to each stage of the venom are listed. You can apply only one debilitation to your venom.

Stage 1 –5-foot status penalty to Speed; Stage 2 –5-foot status penalty to Speed; Stage 3 –10-foot status penalty to Speed

Stage 1 no adjustment; Stage 2 flat-footed; Stage 3 flat-footed and a –5-foot penalty to Speed

Special You can select this feat a second time to gain the other debilitation.

LOIL, page 61.

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Deceptive Worship

FEAT 1

general skill 

Prerequisites trained in Occultism

Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.

Advanced Player’s Guide, page 204.

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Deceptive Worship

FEAT 1

general skill 

Prerequisites trained in Occultism

Members of your cult frequently pass themselves off as worshippers of other religions. You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating. You still need to use the Deception skill to Impersonate a specific worshipper or to Perform other deceptive skill action, such as attempting to Lie about any other matter.

Player Core 2.

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Decry Thief

FEAT 4

archetype 

Prerequisites Zephyr Guard Dedication, trained in Intimidation

When you attempt to Demoralize, you can make it harder for the target to flee, in place of the action's normal effects.

Critical Success For 1 round, the target takes a –10-foot status penalty to Speed and a –4 status penalty to Stealth.Success For 1 round, the target takes a –5-foot status penalty to Speed and a –2 status penalty to Stealth.

Age of Ashes #5: Against the Scarlet Triad, page 81.

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Deep Freeze [>>]

FEAT 12

cold inventor manipulate 

You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target one creature within 60 feet. That creature takes cold damage equal to your level, with effects depending on its Reflex save.

Critical Success The target is unaffected.Success The target takes half damage and takes a –5-foot status penalty to its Speeds for 1 round.Failure The target takes full damage and takes a –10-foot status penalty to its Speeds for 1 round.Critical Failure The target takes double damage, is slowed 1 for 1 round, and takes a –15-foot status penalty to its Speeds for 1 round.

Unstable Function Your innovation discharges an enormous cone of supercooled fluid, potentially causing cascading failures. Add the unstable trait to Deep Freeze. The ability affects all creatures within a 60-foot cone instead of a single target, and it deals cold damage equal to double your level instead of equal to your level.

Guns & Gears, page 29.

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Deep Lore

FEAT 18

bard 

Prerequisites Enigma muse, legendary in Occultism

Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast.

Core Rulebook, page 103.

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Deep Lore

FEAT 18

bard 

Prerequisites Enigma muse, legendary in Occultism

Your repertoire is vast, containing far more single spell than usual. Add one spell to your repertoire of each spell rank you can Cast.

Player Core 1, page 106.

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Deep Roots

FEAT 14

psychic 

Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course. When you Cast a Spell that imposes the controlled condition or otherwise forces the target to take certain actions (such as command), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes 1d6 mental damage per level of the spell.

Dark Archive, page 28.

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Deep Vision

FEAT 1

fleshwarp 

Your vision is suited for night or the underground. You gain darkvision.

LOAG, page 93.

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Deeper Dabbler

FEAT 8

archetype 

Prerequisites Talisman Dabbler Dedication

With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations.

Special You can select this feat a second time if you are 14th level or higher.

Advanced Player’s Guide, page 195.

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Deeper Dabbler

FEAT 8

archetype 

Prerequisites Talisman Dabbler Dedication

With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations.

Special You can select this feat a second time if you are 14th level or higher.

Player Core 2, page 217.

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Deepest Wellspring

FEAT 18

psychic 

You've glimpsed the furthest recesses of your mind. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus, even if you spent your Focus Points on spells other than psychic abilities.

Dark Archive, page 29.

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