Feats: E (Part 3 of 6)

60 feats, from Emblazon Antimagic to Engine Bay.

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Part: 1 2 3 4 5 6

Emblazon Antimagic · Emblazon Armament · Emblazon Armament · Emblazon Divinity · Emblazon Energy · Emblazon Energy · Embodied Dragoon Subjectivity · Embodied Dreadnought Subjectivity · Embodied Legionary Subjectivity · Embrace The Pain · Embrace The Pain · Emerald Boughs Hideaway · Emerald Boughs Loudren · Emergency Medical Assistance · Emergency Targe · Emissary of Peace · Emotional Partitions · Emotional Push · Emotional Surge · Emotionless · Empathetic Envoy · Empathetic Plea · Empathic Calm · Emphatic Emissary · Empiricist’s Eye · Empty Body · Empyreal Aura · Empyreal Blessing · Enchanting Arrow · Enchanting Shot · Encouraging Words · Endemic Herbs · Endemic Herbs · Endless Memories · Endurance Of The Rooted Tree · Endure Death's Touch · Enduring Alchemy · Enduring Alchemy · Enduring Debilitation · Enduring Quickness · Enduring Quickness · Energetic Resonance · Energize Wings · Energized Font · Energized Font · Energized Font · Energy Ablation · Energy Ablation · Energy Beam · Energy Blessed · Energy Fusion · Energy Fusion · Energy Heart · Energy Resistance · Energy Ward · Energy Ward · Enervating Wail · Enforce Oath · Enforced Order · Engine Bay

Emblazon Antimagic

FEAT 12

cleric 

Prerequisites Emblazon Armament

Your deity's symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

• shield When the wielder has the shield raised, they gain the shield's circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies' single spell.

• Weapon When the Weapon's wielder critically hits with the Weapon, they can attempt to counteract a spell on their target, using half their level, rounded up, as the counteract rank. After the attempt, the emblazoned symbol immediately disappears.

Player Core 1, page 119.

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Emblazon Armament

FEAT 2

cleric exploration 

Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn't fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents.

This feat leads to: Emblazon Antimagic, Emblazon Energy, and Emblazon Divinity.

Core Rulebook, page 122.

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Emblazon Armament

FEAT 2

cleric exploration 

Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a Weapon or shield. The symbol doesn't fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned, and any symbol already emblazoned on that item instantly disappears.

The emblazoned item is a religious symbol of your deity in addition to its normal purpose, and it gains another benefit determined by the type of item. The benefit applies only to followers of the deity the symbol represents, but others can use the item normally

• shield The shield gains a +single gate status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.)

• Weapon The wielder gains a +single gate status bonus to damage rolls with the Weapon.

Player Core 1, page 115.

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Emblazon Divinity

FEAT 20

uncommon cleric 

Prerequisites Emblazon Armament

Your sacred etchings imbue objects with power. It takes you only 1 minute to emblazon a symbol using Emblazon Armament, and you can have up to four symbols emblazoned at a time. Each item can still have only one symbol emblazoned upon it, and if you exceed the limit of four, the oldest symbol disappears. These symbols can benefit even those who don't follow the deity, provided they aren't directly opposed (as determined by the GM)

You can select a different benefit for each emblazoned symbol, chosen from any you have from Emblazon Armament or other feats such as Emblazon Energy or Emblazon Antimagic.

Age of Ashes #6: Broken Promises, page 76.

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Emblazon Energy

FEAT 8

cleric 

Prerequisites Emblazon Armament

With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat.

These effects have the same restrictions as the base options.

The weapon deals an extra 1d4 damage of that type.

Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire).

Core Rulebook, page 124.

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Emblazon Energy

FEAT 8

cleric 

Prerequisites Emblazon Armament

With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.

• shield Choose acid, cold, electricity, fire, or sonic. The wielder gains the shield's circumstance bonus to saving throws against that damage type and can use Shield Block against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as fire ray).

• Weapon Choose acid, cold, electricity, fire, or sonic. The Weapon deals an extra 1d4 damage of that type. Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire ray).

Player Core 1, page 117.

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Embodied Dragoon Subjectivity

FEAT 9

fleshwarp 

When your allies call for swift reinforcements or lightning raids, you're ready to answer. Your titanic form encompasses both cavalry and rider so that you're able to traverse vast distances and exploit opportunities in the theater of war. Your pores distend and extrude copious amounts of blood, subcutaneous fat, and lymphatic fluid for you to harden and flash-sculpt into gliding wings or a swift-hurtling mount.

You can cast feather fall and phantom steed each once per day as innate occult spells. When you cast feather fall in this way, gliding wings slow your fall, and when you cast phantom steed in this way, the steed physically protrudes from your own lower body. Neither of these cosmetic changes alter the spells' effects; for example, foes can still attack the phantom steed as normal.

LOIL, page 29.

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Embodied Dreadnought Subjectivity

FEAT 5

uncommon fleshwarp 

Access You're from Falutruneth.

Prerequisites fleshwarp heritage

Your colossal might marks you as a behemoth, the pride of Falutruneth's Fleshforges, and the heaviest ordnance is a child's toy in your monumental grasp. You're a dreadnought, a living siege weapon, albeit one that wields other siege weapons in battle as your endoskeleton and flesh toughens. You gain the Hefty Hauler skill feat, and your maximum Bulk limit further increases by 3, for a total of 2 to your encumbered limit and 5 to your maximum limit.

LOIL, page 29.

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Embodied Legionary Subjectivity

FEAT 1

uncommon fleshwarp 

Access You're from Falutruneth.

Prerequisites fleshwarp heritage

Falutruneth's Fleshforges shaped you not to achieve individual greatness at arms, but rather to become a part of a legion, a modular piece integral to the combined arms stratagems of Nashivreil battlemages. You become trained in Arcana and Athletics. If you would automatically become trained in one of those skills, you instead gain the trained rank in another skill of your choice. You also become trained in Warfare Lore.

LOIL, page 29.

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Embrace The Pain [R]

FEAT 12

barbarian rage 

Trigger A creature damages you with a melee attack.

Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an Athletics check to Grapple the triggering creature or to Disarm the creature of the triggering weapon.

Advanced Player’s Guide, page 111.

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Embrace The Pain [R]

FEAT 12

barbarian rage 

Trigger A creature within your reach damages you with a melee attack.

Ignoring your pain, you reach out and Grab the creature or Weapon that caused you harm. Attempt an Athletics check to grapple the triggering creature or to disarm the creature of the Weapon it damaged you with.

Player Core 2, page 82.

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Emerald Boughs Hideaway

FEAT 10

archetype 

Prerequisites Falutairnn Attendant Dedication, Emerald Boughs affiliation

You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the Interact component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an Interact action each round to physically hold it open for another person. A successful dispel magic spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become unconscious. After a successful dispel magic spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component.

LOCG, page 103.

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Emerald Boughs Loudren

FEAT 6

archetype skill 

Prerequisites Falutairnn Attendant Dedication, Emerald Boughs affiliation, expert in Society

You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead.

LOCG, page 102.

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Emergency Medical Assistance [>>]

FEAT 12

archetype manipulate skill 

Prerequisites Swordmaster Dedication, master in Medicine

Requirements An adjacent ally is suffering persistent damage.

You've learned a variety of methods for helping allies who are bleeding, burning, or otherwise suffering persistent damage, from brushing off acid to patting down fires.

Your ally immediately attempts a flat check to remove all types of persistent damage, and your use of this feat automatically counts as especially effective aid, reducing the DC from 15 to 10 for all future flat checks to remove the persistent damage.

LOPSG, page 52.

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Emergency Targe [R]

FEAT 4

magus 

Prerequisites sparkling targe hybrid study

Trigger An enemy hits you with a melee Strike or a melee spell attack roll, or you fail a save against an enemy's spell.

Requirements You are wielding a shield or have the shield spell prepared.

You immediately Raise a Shield or cast shield. The circumstance bonus applies to your defenses when determining the outcome of the triggering attack or spell.

Secrets of Magic, page 44.

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Emissary of Peace [>>>]

FEAT 10

archetype skill 

Prerequisites Knight Vigilant Dedication, master in Diplomacy

Even when bloodshed is inevitable, you would rather see your foes surrender. You attempt a Diplomacy check to Make an Impression against a single foe whose Hit Points are at less than half of their maximum value, followed by an immediate Request to convince that creature to cease fighting. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances; it's generally at least a very hard DC for the creature's level. Some creatures might simply refuse, and those who agree to parley might find your arguments lacking and start fighting again.

LOKL, page 74.

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Emotional Partitions

FEAT 1

kashrishi 

You have created strong mental partitions in your mind to filter out negative emotional influences. You gain a +1 circumstance bonus on saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

LOIL, page 43.

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Emotional Push [R]

FEAT 2

bard concentrate 

Trigger An enemy you're aware of fails its save against an emotion spell.

You prepare to take advantage of your enemy's sudden change in emotions. The target is off-guard against your next attack before the end of your next turn.

Player Core 1, page 101.

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Emotional Surge [>]

FEAT 10

concentrate emotion psyche psychic 

Requirements emotional acceptance subconscious mind

Your heart soars, increasing your power for a moment. You gain a +2 status bonus to attack rolls and skill checks until the start of your next turn.

Dark Archive, page 27.

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Emotionless

FEAT 1

android 

Your malfunctioning emotional processors make it difficult for you to feel strong emotions. You gain a +1 circumstance bonus to saving throws against emotion and fear effects. If you roll a success on a saving throw against an emotion or fear effect, you get a critical success instead.

LOAG, page 73.

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Empathetic Envoy

FEAT 4

archetype 

Prerequisites Twilight Speaker Dedication

You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes. If a creature's attitude towards you becomes lower over the course of a social interaction (for example, from friendly to indifferent, or from indifferent to unfriendly), their impression of you returns to its starting level an hour after the social interaction ends. This ability has no effect if the creature you are interacting with becomes hostile.

Gatewalkers #3: Dreamers of the Nameless Spires, page 78.

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Empathetic Plea [R]

FEAT 1

auditory emotion gnome mental visual 

Prerequisites trained in Diplomacy

Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack.

The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker.

Attempt a Diplomacy check against your attacker's Will DC.

Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn.Success The creature takes a –2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is –4 if you're an expert in Diplomacy, –6 if you're a master, and –8 if you're legendary.Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

Advanced Player’s Guide, page 44.

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Empathic Calm

FEAT 5

kashrishi 

Once per day, you can cast either calm emotions or sanctuary as an innate occult spell, heightened to half your level rounded up.

LOIL, page 44.

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Emphatic Emissary [R]

FEAT 10

archetype 

Prerequisites Disarming Smile

Trigger You roll initiative.

You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows. You gain a +2 circumstance bonus on your initiative roll. During your first turn in combat, you can use your Disarming Smile, targeting every hostile intelligent humanoid creature that can see you but has yet to act. If you choose to sustain your Disarming Smile, you sustain the effect for only one creature, as normal.

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

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Empiricist’s Eye

FEAT 12

investigator 

Prerequisites empiricism methodology

Sharp and piercing, your eyes see all and convey more. Your Point Out skill action lose the auditory trait, and you don’t need to be heard to convey the information to your allies. In addition, a creature you Point Out is off-guard to your allies until the start of your next turn.

Special If you have the Blind-Fight feat, your allies gain that feat’s benefits against any creature that’s off-guard due to Empiricist’s Eye.

Player Core 2, page 111.

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Empty Body

FEAT 18

monk 

Prerequisites ki spells

You transmute your body into an ethereal form. You gain the empty body ki spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 165.

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Empyreal Aura

FEAT 20

archetype aura 

Prerequisites Knight Vigilant, legendary in Religion

As an ultimate foe of evil and protector of the innocent, your very presence is a ward against evil. Each evil creature within 30 feet of you at the end of your turn must succeed at a Will save against the higher of your class DC or spell DC or else become slowed 1 (slowed 2 on a critical failure). On a successful save, the creature is temporarily immune for 10 minutes.

LOKL, page 75.

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Empyreal Blessing

FEAT 5

aasimar 

You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast bless once per day as a 1st-level divine innate spell.

Advanced Player’s Guide, page 36.

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Enchanting Arrow [>>]

FEAT 8

archetype emotion enchantment magical mental 

Prerequisites Eldritch Archer Dedication

With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks.

Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune.

Advanced Player’s Guide, page 173.

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Enchanting Shot [>>]

FEAT 8

archetype emotion magical mental 

Prerequisites Eldritch Archer Dedication

With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks.

Make a bow or crossbow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your weapon has a greater striking rune, or to 4d6 if your weapon has a major striking rune.

Player Core 2, page 199.

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Encouraging Words [>]

FEAT 2

auditory general linguistic mental skill 

Prerequisites trained in Diplomacy

Requirements The target ally lost Stamina Points within the last round.

You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a Diplomacy check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in Diplomacy, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day.

Critical Success The ally recovers 2d8 Stamina Points.Success The ally recovers 1d8 Stamina Points.Critical Failure The ally takes 1d8 mental damage, but this can reduce only Stamina Points, never Hit Points.

Gamemastery Guide, page 201.

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Endemic Herbs

FEAT 6

archetype 

Prerequisites Herbalist Dedication, trained in Survival

During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item.

Advanced Player’s Guide, page 176.

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Endemic Herbs

FEAT 6

additive archetype 

Prerequisites Herbalist Dedication, trained in Survival

The herbal items you create use medicinal plants endemic to your location. When a creature consumes one of your herbal items, that creature gains the benefit matching the location where you created that item. If the benefit is not immediate, it lasts for 1 minute unless otherwise stated.

• Aquatic Gain a +1 circumstance bonus to Fortitude saves.

• Arctic For 1 hour, treat environmental cold effects as if they were one step less severe.

• Desert For 1 hour, treat environmental heat effects as if they were one step less severe.

• Forest Gain a +2 circumstance bonus to saves against disease and poison effects.

• Mountain Gain a +1 circumstance bonus to Reflex saves.

• Plains Gain a +1 circumstance bonus to Will saves.

• Swamp Remove one source of persistent bleed damage.

• Underground Gain a +1 circumstance bonus to Perception.

Player Core 2, page 202.

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Endless Memories

FEAT 9

ghoran 

Prerequisites Ancient Memories

You've lived a thousand lives and done a hundred-thousand things. When you choose a skill in which to become trained with Ancient Memories, you can also choose a skill in which you're already trained and become an expert in that skill. This lasts until your Ancient Memories expires. When the effects of Ancient Memories and Endless Memories expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancient Memories or make you an expert in the skill you chose with Endless Memories.

LOIL, page 38.

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Endurance Of The Rooted Tree

FEAT 20

uncommon monk 

Prerequisites Wholeness of Body

Just as the Vale of Giatevrin retains light and life despite inhospitable surroundings, you can sustain yourself regardless of your environment. You don't need to eat, drink, or breathe. In addition, you can cast the wholeness of body ki spell almost effortlessly. You can cast it as a free action that triggers at the start of your turn.

Extinction Curse #6: The Apocalypse Prophet, page 72.

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Endure Death's Touch [R]

FEAT 10

archetype 

Prerequisites Knight Vigilant Dedication, expert in medium or heavy armor

Trigger An undead hits you with an unarmed attack.

Requirements You are wearing medium or heavy armor in which you have expert proficiency.

Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead.

LOCG, page 94.

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Enduring Alchemy

FEAT 4

alchemist 

You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.

Core Rulebook, page 78.

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Enduring Alchemy

FEAT 4

alchemist 

You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.

Player Core 2, page 64.

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Enduring Debilitation [F]

FEAT 20

uncommon rogue 

Prerequisites Debilitating Strike

Frequency once per minute

Trigger You apply a debilitation to a creature.

You can make your debilitation last an exceptionally long time. The triggering debilitation lasts for 1 minute instead of until the end of your next turn.

Age of Ashes #6: Broken Promises, page 76.

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Enduring Quickness

FEAT 20

monk 

You move as fast and as high as the wind itself. You're permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.

Core Rulebook, page 165.

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Enduring Quickness

FEAT 20

monk 

You move as fast and freely as the wind. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the skill action needed for a High Jump or Long Jump.

Player Core 2, page 127.

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Energetic Resonance [R]

FEAT 6

abjuration sorcerer 

Trigger You would take acid, cold, electricity, fire, or sonic damage from a spell.

Requirements You have an unexpended spell slot of a level equal to or higher than the triggering spell.

Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level.

Advanced Player’s Guide, page 139.

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Energize Wings [>]

FEAT 9

concentrate morph primal sprite transmutation 

Prerequisites Evanescent Wings

Frequency once per hour

You stoke your magic to energize your wings, temporarily transforming them into glowing, majestic forms. For 1 minute, you gain a fly Speed of 30 feet.

This feat leads to: Hero's Wings.

LOAG, page 132.

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Energized Font [>]

FEAT 5

gnome 

Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells

Frequency once per day

The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum.

Core Rulebook, page 45.

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Energized Font [>]

FEAT 5

gnome 

Prerequisites focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your here

You can focus your mind more quickly thanks to the magic that flows within you. You regain single gate Focus Point, up to your usual maximum.

Player Core 1.

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Energized Font

FEAT 14

druid 

Prerequisites harmful font or healing font

Your primal energy flows more freely. You gain two additional spell slots of your highest rank. You can use these spell slots only to Cast harm or heal single spell using your harmful font or healing font. You can't use these slots for other single spell that heal or deal damage, even if you have a feat such as Blessed Font.

Player Core 1, page 134.

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Energy Ablation [>]

FEAT 2

metamagic wizard 

When you cast energy spells, you retain some of that energy as a protective barrier. If your next action is to Cast a Spell that deals energy damage (Core Rulebook 452), whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type.

Advanced Player’s Guide, page 142.

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Energy Ablation [>]

FEAT 2

spellshape wizard 

As you direct destructive energy at a foe, you can divert some of its power into a protective barrier that shields you from harm. If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell’s rank.

The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.

Player Core 1, page 201.

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Energy Beam

FEAT 1

automaton 

You can channel your core's power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals 1d4 fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects.

Enhancement You channel greater power. Increase the damage die of your energy beam by one step, from 1d4 to 1d6.

Guns & Gears, page 40.

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Energy Blessed

FEAT 9

dwarf 

Prerequisites elemental heart dwarf heritage (page 19)

Energy runs through your blood more powerfully.

When you use Energy Emanation, you can create an emanation of 5 feet, 10 feet, or 15 feet. The damage increases to 6d6 plus an additional 1d6 for every level you have above 9th, instead of 1d6 plus an additional 1d6 for every 2 levels above 1st.

LOCG, page 21.

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Energy Fusion [>]

FEAT 10

concentrate metamagic sorcerer 

You fuse two spells together, combining their energy types.

If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.

Advanced Player’s Guide, page 140.

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Energy Fusion [>]

FEAT 10

concentrate sorcerer spellshape 

You fuse two single spell together, combining their energy types. If the next action you use is to Cast a Spell that deals energy damage, select a non-cantrip spell in your Spell Repertoire that deals a different type of energy damage, and expend an additional spell slot of the same rank as this secondary spell. The spell you Cast deals additional damage equal to the rank of the secondary spell slot expended. The spell’s total damage is divided evenly between the energy type of the spell you Cast and the energy type of the secondary spell.

Player Core 2, page 154.

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Energy Heart

FEAT 1

evolution summoner 

Your eidolon's heart beats with energy. Choose an energy damage type other than force. One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1).

This feat leads to: Dual Energy Heart and Energy Resistance.

Secrets of Magic, page 67.

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Energy Resistance

FEAT 8

evolution summoner 

Prerequisites Energy Heart

Your eidolon has stronger resistance. Its resistance from Energy Heart and Dual Energy Heart increase to your level.

Secrets of Magic, page 71.

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Energy Ward [F]

FEAT 10

abjuration sorcerer 

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell that dealt energy damage.

You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast.

Advanced Player’s Guide, page 140.

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Energy Ward [F]

FEAT 6

sorcerer 

Requirements Your most recent action was to Cast a non-cantrip spell that dealt energy damage.

Once per turn, you convert energy from the last spell you Cast into a protective ward. Until the start of your next turn, you gain resistance to one type of energy (acid, cold, electricity, fire, force, sonic, vitality, or void) equal to 4 + the rank of the spell.

Player Core 2, page 154.

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Enervating Wail [>>]

FEAT 6

rare auditory deviant magical necromancy 

You release a terrible wail that tears at the spirits of all nearby.

All living creatures in a 20-foot emanation take negative damage with a basic Fortitude save. The damage is 4d6, plus 1d6 for every level you have beyond 6th.

Awakening Your scream echoes in the mind. You can choose to emit a silent psychic wail instead, which changes the damage type to mental, changes the save to a Will save, removes the auditory trait, and adds the mental trait.

Awakening Your wail saps your foes' strength. In addition to the normal effects, living creatures in the area are enfeebled 1 for 1 round on a success (but not a critical success), enfeebled 1 for 1 minute on a failure, and enfeebled 2 for 1 minute on a critical failure.

Dark Archive, page 78.

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Enforce Oath [>]

FEAT 12

champion 

Prerequisites You've sworn to an oath against a specific type of creature.

Frequency once per hour

You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath. You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a –1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath.

You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are unconscious or if the chosen creature goes unnoticed by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action.

Advanced Player’s Guide, page 120.

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Enforced Order

FEAT 13

aasimar 

Prerequisites Vouzirn

You never fail to strike down the ever-expanding reaches of chaos. All your weapon and unarmed Strikes deal 1 additional lawful damage and have the lawful and magical traits.

LOAG, page 12.

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Engine Bay

FEAT 4

archetype skill 

Prerequisites Vehicle Mechanic Dedication, expert in Crafting

You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in Crafting, you can fix up to four targets. If you're legendary in Crafting, you can fix up to eight targets.

This feat has no effect when using Quick Repair or another ability to reduce the time spent Repairing.

Guns & Gears, page 56.

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