Feats: K (Part 2 of 2)

18 feats, from Know-It-All to Kostou's Ward.

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Part: 1 2

Know-It-All · Know-It-All · Knowledge Is Power · Knowledge Is Power · Knowledge Of Shapes · Known Weaknesses · Known Weaknesses · Kobold Breath · Kobold Lore · Kobold Lore · Kobold Weapon Expertise · Kobold Weapon Familiarity · Kobold Weapon Familiarity · Kobold Weapon Innovator · Kostou Dedication · Kostou's Resilience · Kostou's Tenacity · Kostou's Ward

Know-It-All

FEAT 8

thaumaturge 

Having heard every rumor or story in the book, you know that if you've heard of something in the first place, you've probably heard about it at length. When you succeed at a check to Recall Knowledge, you gain additional information or context about the given topic. When you critically succeed at a check to Recall Knowledge, at the GM's discretion, you might gain even more additional information or context than normal.

Dark Archive, page 45.

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Know-It-All

FEAT 8

bard 

Prerequisites Enigma muse

When you succeed at a check to Knowledge, you gain additional information or context. When you critically succeed at a check to Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).

Player Core 1, page 103.

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Knowledge Is Power

FEAT 8

wizard 

Your academic Knowledge about a creature allows you to subtly alter your magic to defeat them. When you critically succeed at a Knowledge check about a creature, you can invoke your Knowledge to make the creature take a –single gate attack you make against it, or the next spell you Cast that it needs to defend against. The creature takes the same penalty causes you to attempt a save against one of its effects.

If you share this information with your allies, they gain the benefits as well. If not used, the bonuses end after single gate minute.

Player Core 1, page 203.

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Knowledge Is Power

FEAT 6

magus 

When you critically succeed at a Recall Knowledge check about a creature, you gain a +1 circumstance bonus to your next attack roll against the creature, to your AC against its next attack roll, and to your save against its next effect requiring a save. If you share this information with your allies, they gain the benefits as well. If not used, these bonuses end after 1 minute.

Secrets of Magic, page 45.

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Knowledge Of Shapes [F]

FEAT 4

cursebound oracle spellshape 

Prerequisites reach Spell or Widen Spell

Inspiration lets you surpass your preconceptions of your single spell’ limits. You use reach Spell or Widen Spell as a free action.

Player Core 2, page 139.

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Known Weaknesses

FEAT 1

investigator 

Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.

Advanced Player’s Guide, page 60.

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Known Weaknesses

FEAT 1

investigator 

Whenever you Devising a Stratagem, you can also attempt a check to Knowledge as part of that action before rolling the d20. If you critically succeed at the Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +single gate circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.

Player Core 2, page 106.

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Kobold Breath [>>]

FEAT 1

arcane evocation kobold 

You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds.

At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals.

This feat leads to: Dragon's Breath and Bolai Paragon.

Advanced Player’s Guide, page 14.

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Kobold Lore

FEAT 1

kobold 

You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in Stealth and Thievery. 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 Kobold Lore.

Advanced Player’s Guide, page 14. Reprinted in LTiBA.

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Kobold Lore

FEAT 1

kobold 

You attentively learned key kobold Survival strategies from your elders. You gain the trained proficiency rank in Stealth and Thievery. 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 gain the Additional Lore general feat for Kobold Lore.

Player Core 2.

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Kobold Weapon Expertise

FEAT 13

kobold 

Prerequisites Kobold Weapon Familiarity

Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the crossbow, greatpick, light pick, pick, and spear, as well as any kobold weapons in which you are trained.

LOAG, page 40.

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Kobold Weapon Familiarity

FEAT 1

kobold 

You've trained with weapons ideal for subterranean efficiency. You are trained with the crossbow, greatpick, light pick, pick, and spear. You also gain access to all uncommon kobold weapons. For the purpose of determining your proficiency, martial kobold weapons are simple weapons, and advanced kobold weapons are martial weapons.

This feat leads to: Kobold Weapon Expertise and Kobold Weapon Innovator.

LOAG, page 39.

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Kobold Weapon Familiarity

FEAT 1

kobold 

You gain access to all uncommon weapons with the kobold trait. You have familiarity with weapons with the kobold trait plus the greatpick, light pick, and pick—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Player Core 2.

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Kobold Weapon Innovator

FEAT 5

kobold 

Prerequisites Kobold Weapon Familiarity

You've learned devious tactics with your kobold weapons. Whenever you critically hit with a crossbow, greatpick, light pick, pick, spear, or kobold weapon, you apply the weapon's critical specialization effect.

LOAG, page 39.

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Kostou Dedication

FEAT 6

uncommon archetype dedication 

Prerequisites Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Trovousun Society affiliated with the School of Spells

As a Kostou, you are adept at identifying magic. You gain a +2 circumstance bonus when you Identify Magic with a skill in which you are trained or better. If you have the Wayfinder Resonance Tinkerer feat, you can change the cantrip you chose for that feat each day during your daily preparations.

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

This feat leads to: Absorb Spell, Retain Absorbed Spell, Kostou's Resilience, Kostou's Tenacity, Surreptitious Spellcaster, Ward Casting, Communal Sustain, Familiar Form, Glyph Expert, Master's Counterspell, Mobile Magical Combat, Recover Spell, and Kostou's Ward.

LOCG, page 114.

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Kostou's Resilience

FEAT 12

archetype 

Prerequisites Kostou Dedication

Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list.

This feat leads to: Kostou's Tenacity.

LOCG, page 114.

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Kostou's Tenacity [R]

FEAT 14

archetype 

Prerequisites Kostou's Resilience

Frequency once per day

Trigger You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the Kostou's Resilience feat.

You call upon the power of your spells to protect you from the worst of the magic headed your way. You fail your saving throw instead of critically failing. For 1 minute, increase the circumstance bonus to saving throws from the Kostou's Resilience feat to +2, and increase the resistance to damage it grants to 10.

LOPSG, page 49.

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Kostou's Ward

FEAT 10

archetype 

Prerequisites Kostou Dedication

You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe. You gain the kostou's ward focus spell. Increase the number of Focus Points in your focus pool by 1.

LOPSG, page 49.

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