Feats: J

24 feats, from Jagged Berms to Juvenile Flight.

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Jagged Berms · Janni Hospitality · Janni Magic · Jelly Body · Jellyfish Stance · Jinx Glutton · Judgment Of The Monolith · Juggernaut's Fortitude · Juggernaut’s Fortitude · Juggle · Juggler Dedication · Jumping Jenny Display · Jungle Runner · Jungle Strider · Junk Tinker · Junk Tinker · Just As Planned · Just One More Thing · Just One More Thing · Just The Facts · Just The Facts · Just The Thing! · Just the Tool · Juvenile Flight

Jagged Berms [>>>]

FEAT 6

composite earth impulse kineticist overflow primal wood 

You conjure up to six cube-shaped mounds of packed earth. Each appears in an unoccupied square within 120 feet, fills its square, and provides cover. A mound has AC 10, Hardness 10, and 20 HP, and is immune to critical hits and precision damage.

If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends.

Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes 2d6 piercing damage. Destroying a mound also destroys its stakes.

Level (+2) The HP of each section of the wall increases by 10, and the piercing damage increases by 1d6.

Rage of Elements, page 37.

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Janni Hospitality

FEAT 9

suli 

You can use magic to show others desert hospitality. You can cast 2nd-level create food once per day and create water twice per day as arcane innate spells.

LOAG, page 112.

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Janni Magic

FEAT 9

suli 

The magic of jann runs through your blood. You can cast enlarge and speak with animals once per day each as 2nd-level arcane innate spells.

LOAG, page 112.

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Jelly Body

FEAT 6

rare aftermath magical transmutation 

Prerequisites You've been reduced to 0 Hit Points while engulfed by an ooze.

Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones. You gain resistance equal to your level to precision damage and damage from critical hits. You can submerge up to 1 Bulk of items within your body by sticking them inside of yourself. While the protrusion of the item is still visible from the outside, the items don't count toward making you encumbered or your maximum Bulk while stored in you. You can Interact to retrieve or store an item submerged into your body.

Dark Archive, page 56.

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Jellyfish Stance [>]

FEAT 6

uncommon monk stance 

Requirements You are unarmored.

You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal 1d8 slashing damage. These attacks are in the brawling, and have the finesse, nonlethal, reach, and unarmed traits.

While in Jellyfish Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to Escape and Squeeze.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 75.

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Jinx Glutton

FEAT 13

tengu 

Prerequisites Eat Fortune

You can Eat Fortune once per hour, rather than once per day.

LOAG, page 60.

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Judgment Of The Monolith

FEAT 12

archetype 

Prerequisites Ka Stone Ritual

You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a zone of truth. You can also activate it with a 10-minute activation (envision) to cast talking corpse.

LOWG, page 59.

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Juggernaut's Fortitude

FEAT 12

archetype 

Prerequisites Barbarian Dedication, expert in Fortitude saves

Your proficiency rank in Fortitude saves increases to master.

Core Rulebook, page 221.

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Juggernaut’s Fortitude

FEAT 12

archetype barbarian 

Prerequisites Barbarian Dedication, expert in Fortitude saves

Your proficiency rank in Fortitude saves increases to master.

Player Core 2, page 176.

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Juggle [>]

FEAT 2

uncommon concentrate general manipulate skill 

Prerequisites Dexterity 16, trained in Performance

You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.

You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach.

The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below)

While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.

You can also use this action to continue Juggling as long as you aren't fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.

As long as you're Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn't allow you to use feats that require two weapons each held in a different hand.

Extinction Curse #1: The Show Must Go On, page 76.

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Juggler Dedication

FEAT 2

uncommon archetype dedication 

Prerequisites Dexterity 14

You become trained in Performance; if you were already trained in Performance, you instead become trained in a skill of your choice. You also gain the Juggle skill feat (page 76), even if you don't meet its prerequisites.

Special You cannot select another dedication feat until you have gained one other feat from the juggler archetype.

This feat leads to: Focused Juggler, Lobbed Attack, Opportune Throw, Quick Juggler, and Reflexive Catch.

Extinction Curse #1: The Show Must Go On, page 74.

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Jumping Jenny Display

FEAT 8

archetype 

Prerequisites Firework Technician Dedication

This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display.

Jumping Jenny [>] Cost 2 batches of infused reagents; Effect Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to Fly, they must succeed at an Acrobatics check to Maneuver in Flight against the DC of your fireworks display, or the Fly action is disrupted. If all the creature's attempts to Fly are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1.

Guns & Gears, page 135.

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Jungle Runner

FEAT 5

vanara 

You run through the jungle as easily as you would through an open field. You ignore difficult terrain from underbrush within forests and jungles. You can always use the Take Cover action when you're within forest or jungle terrain to gain cover, even if you aren't adjacent to an obstacle you can Take Cover behind.

LOIL, page 55.

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Jungle Strider

FEAT 1

grippli 

You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of plant material, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

LOME, page 121.

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Junk Tinker

FEAT 1

goblin 

You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made.

You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.

Core Rulebook, page 48.

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Junk Tinker

FEAT 1

goblin 

You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 uncommon weapons, including weapons and armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy uncommon weapons normally give a penalty, but you don't take this penalty when using shoddy uncommon weapons you made (nor does the worse check penalty of shoddy armor you made apply to you).

You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent single gate additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.

Player Core 1.

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Just As Planned [F]

FEAT 12

fortune investigator 

Once per hour. In the blink of an eye, you calculate your enemy’s movements and know exactly where to aim your next blow. If your next action is to Devising a Stratagem, you can roll the d20 twice and take the higher result.

Player Core 2, page 111.

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Just One More Thing [>]

FEAT 10

fortune investigator 

Requirements Your most recent action was to Feint, Request, or Demoralize, and you failed but didn't critically fail.

After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. Reroll the failed check and use the new result. If the target of the failed check is the subject of a lead you're pursuing, double your bonus from Pursue a Lead on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day.

You can also use this action if you failed, but didn't critically fail, at a check to Lie, Gather Information, Make an Impression, or Coerce. In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round.

Advanced Player’s Guide, page 63.

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Just One More Thing [>]

FEAT 10

fortune investigator 

Requirements Your most recent action was to Demoralize, Feint, or Requests, and you failed but didn’t critically fail.

After your attempt to influence someone goes poorly, you add another bit of information or ask a Pointed Question, possibly salvaging your previous attempt. Reroll the failed check and use the new result. If the target of the failed check is involved with one of your active investigations, double your investigation bonus from Pursue a Lead on the rerolled check.

That creature is temporarily immune to Just One More Thing for single gate day.

You can also use this action if you failed, but didn’t critically fail, at a check to Lie, Gather Information, Make an Impression, or Coerce. In this case, rather than spending single gate action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of single gate more round.

Player Core 2, page 110.

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Just The Facts

FEAT 20

investigator 

Prerequisites Thorough Research

You fundamentally understand everything to the point where your research can't possibly be wrong. You are permanently quickened and can use the extra action to Recall Knowledge.

Your checks to Recall Knowledge are no longer secret.

When you Recall Knowledge, you use the outcome for one degree of success better than the result of your check, and if an effect (such as Dubious Knowledge) would give you inaccurate information from your Recall Knowledge check, you know which information is inaccurate. When one of your allies Recalls Knowledge and gains false information, you also know that information is inaccurate if they share it with you.

Advanced Player’s Guide, page 65.

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Just The Facts

FEAT 20

investigator 

Prerequisites Thorough Research

You fundamentally understand everything to the point where your research can’t possibly be wrong. You are permanently quickened and can use the extra action to Knowledge. In addition, you gain the following benefits with Knowledge.

• Your checks to Knowledge are no longer secret.

• When you Knowledge, you use the outcome for one degree of success better than the result of your check.

• If an effect (such as Dubious Knowledge) would give you inaccurate information from your Knowledge check, you know which information is inaccurate.

• When one of your allies Recalls Knowledge and gains false information, you also know that information is inaccurate if they share it with you.

Player Core 2, page 113.

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Just The Thing!

FEAT 16

inventor 

Frequency once per hour

Need to balance on a razor's edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing. You attempt a skill action that takes 1 minute or less to complete, using the same number of actions or amount of time as normal. However, as you take the action, describe a device you pull out and use to accomplish the skill. The specifics of how you accomplish this are up to you, but they should fit the challenge at hand.

For instance, you might use gravitic stabilizers to balance on the razor's edge, a force battering ram gizmo to open the iron door, or a device that produces an aroma with the ability to pacify wyrms to persuade the dragon. Using an invention in this way lets you alter how you calculate the skill check used in the action. Instead of the normal skill modifier associated with that skill action, you use your Crafting modifier.

Guns & Gears, page 31.

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Just the Tool [>]

FEAT 4

archetype concentrate 

Prerequisites Mind Smith Dedication

You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon.

Dark Archive, page 205.

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Juvenile Flight [>>]

FEAT 9

strix 

Frequency once per day

You unfold your wings for travel and can keep them unfolded for 10 minutes. You gain a fly Speed equal to your land Speed while your wings are unfurled. If you have Fledgling Flight, you gain a +10-foot status bonus to your fly Speed with Juvenile Flight. As normal, since your fly Speed is derived from your land Speed, this status bonus isn't cumulative with a status bonus to your land Speed, if you have one.

This feat leads to: Fully Flighted.

LOAG, page 138.

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