Feats: L (Part 3 of 3)

47 feats, from Lion Blade Dedication to Lunging Stance.

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Part: 1 2 3

Lion Blade Dedication · Lion's Fury · Lion's Might · Litany Against Sloth · Litany Against Wrath · Litany Of Depravity · Litany Of Righteousness · Litany Of Self-interest · Live Ammunition · Living Bonfire · Living Hair · Living Monolith Dedication · Living Rune · Living Vessel Dedication · Living Weapon · Lizardfolk Lore · Lizardfolk Lore · Loaner Spell · Lobbed Attack · Lock On · Log Roll · Lomos Bound · Long Tongue · Long-nosed Form · Look Again · Look but Don't Touch · Loose Cannon · Lore Seeker · Loremaster Dedication · Loremaster's Etude · Loremaster's Etude · Lost In The Crowd · Loud Singer · Loud Singer · Loyal Giatustaem · Loyal Warhorse · Loyal Warhorse · Luck of the Clowder · Lucky Break · Lucky Break · Lucky Escape · Lucky Keepsake · Lunge · Lunge · Lunging Spellstrike · Lunging Stance · Lunging Stance

Lion Blade Dedication

FEAT 2

uncommon archetype dedication 

Access You are from Kheithoun.

Prerequisites member of the Lion Blades, trained in Performance

Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of Deception or Stealth and in Espionage Lore; if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size.

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

This feat leads to: Expeditious Advance, Flicker, Lost In The Crowd, Crowd Mastery, and Spy's Countermeasures.

LOWG, page 131.

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Lion's Fury

FEAT 8

archetype 

Prerequisites Lion's Might

You gain access to the lion scythe's and sun sling's critical specialization effects.

Strength of Thousands #4: Secrets of the Temple-City, page 79.

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Lion's Might

FEAT 4

archetype 

Prerequisites Bright Lion Dedication

You've trained with the weapons of the Bright Lions.

You gain access to lion scythes and sun slings (page 78). Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank with lion scythes and sun slings.

Strength of Thousands #4: Secrets of the Temple-City, page 79.

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Litany Against Sloth

FEAT 10

champion 

Prerequisites devotion spells, tenets of good

You rail against the sin of sloth, turning a foe's laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 113.

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Litany Against Wrath

FEAT 6

champion 

Prerequisites devotion spells, tenets of good

You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 112.

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Litany Of Depravity

FEAT 14

uncommon champion 

Prerequisites tenets of evil

You undercut your enemy's vain moralism, opening their heart to evil. You can cast the litany of depravity focus spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 121.

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Litany Of Righteousness

FEAT 14

champion 

Prerequisites tenets of good

You call upon righteousness to expose an evil foe's weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 115.

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Litany Of Self-interest

FEAT 10

uncommon champion 

Prerequisites devotion spells, tenets of evil

You compel a creature to act toward its own ends rather than consider others. You can cast the litany of self-interest devotion spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 120.

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Live Ammunition

FEAT 8

archetype 

There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it's more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, unconscious, or restrained throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don't qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired.

Guns & Gears, page 129.

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Living Bonfire [>>]

FEAT 4

composite fire impulse kineticist primal wood 

Roots and branches of living wood writhe in elemental fire at your command, forming a bonfire fearsome enough to scare off predators in the night. You conjure a bonfire in an unoccupied 10-foot-square space within 30 feet. The bonfire burns for 10 hours, providing all the benefits of a normal campfire. If you use this impulse again, any previous one ends.

When you make a wood ranged Elemental Blast, you can have it come from the bonfire instead of you, flinging burning logs. This blast deals an additional 1d6 fire damage. Each time you do this, the size of the bonfire is reduced by one 5-foot square. If all the squares are removed, the impulse ends.

Level (+5) The fire damage increases by 1d6.

Rage of Elements, page 36.

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Living Hair

FEAT 2

witch 

You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.

This feat leads to: Thiamorashox Geifoutrid-nwa's Deadly Hair, Thiamorashox Geifoutrid-nwa's Hexed Locks, Thiamorashox Geifoutrid-nwa's Skillful Tresses, and Demon's Hair.

Advanced Player’s Guide, page 102.

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Living Monolith Dedication

FEAT 2

uncommon archetype dedication 

Access You are from the Golden Road region.

Prerequisites Ancient Staimorairn and Sphinx languages, trained in Crafting

You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Krakraek and a connection to your nascent ka stone. If you fail a recovery check while dying, your dying condition does not increase; if you critically fail, your dying condition increases by only 1. You become trained in Ancient Krakraek Lore, or expert if you were already trained.

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

This feat leads to: Ka Stone Ritual, Attunement To Stone, Fortified Flesh, Judgment Of The Monolith, Stone Blood, and Stone Communion.

LOWG, page 59.

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Living Rune

FEAT 6

archetype 

Prerequisites Runescarred Dedication

You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor.

LOWG, page 119.

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Living Vessel Dedication

FEAT 2

rare archetype dedication 

Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later.

You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats.

You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become doomed 1, and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda.

You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling unconscious, though at the risk of letting it enact its will.

Entity's Resurgence [R] Trigger You would be reduced to 0 Hit Points but not immediately killed; Effect Instead of letting you fall unconscious, your entity takes control.

You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key ability modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall unconscious, whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make.

No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances.

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

This feat leads to: Entity's Strike, Tap Vitality, Exude Abyssal Corruption, Fey's Trickery, Warped Constriction, and Vessel's Form.

Dark Archive, page 140.

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Living Weapon

FEAT 1

fleshwarp 

You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits; a horn, jaws, or tusk unarmed attack that deals 1d6 piercing damage and has the versatile S trait; or a tail unarmed attack that deals 1d6 bludgeoning damage and has the backswing trait. Each of these unarmed attacks is in the brawling weapon group.

Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain.

Special You can take this feat multiple times. Each time you do, select a new attack from the options above.

This feat leads to: Mutate Weapon.

LOAG, page 93.

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Lizardfolk Lore

FEAT 1

lizardfolk 

You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Nature and Survival. 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 Kibrebos Lore.

LOCG, page 58.

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Lizardfolk Lore

FEAT 1

lizardfolk 

You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Survival and either Nature or Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore feat for either Astrology Lore or Lizardfolk Lore.

Player Core 2.

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Loaner Spell

FEAT 8

rogue 

Prerequisites trained in Arcana, Nature, Occultism, or Religion

During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day. The spell can be up to 3rd level. Your ally must be able to prepare and cast it, and the spell must have a Targets entry or an area. Your ally loses a spell slot of the corresponding spell level, and you gain the ability to cast the prepared spell once that day. When you Cast the Spell, use your class DC for any saving throws required by the spell, and your class DC – 10 as a spell attack roll modifier.

This feat leads to: Steal Spell.

Advanced Player’s Guide, page 136.

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Lobbed Attack [>]

FEAT 8

uncommon archetype 

Prerequisites master in Performance, Juggler Dedication

Requirements You are Juggling a thrown weapon.

You make a thrown ranged Strike with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is flat-footed against this attack.

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

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Lock On [>]

FEAT 10

inventor 

Prerequisites construct innovation

Aha! You lock on to your enemy's weak point to assist your construct companion in destroying it. When you Lock On, designate an enemy you can see. If your next action is to Command your construct, the construct gains a +2 circumstance bonus to attack rolls against the designated enemy until the end of the turn. If you use 2 actions for the Command, the bonus is instead a +3 circumstance bonus, or a +4 circumstance bonus if you're legendary in Crafting.

Guns & Gears, page 29.

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Log Roll [>]

FEAT 4

archetype 

Prerequisites Turpin Rowe Lumberjack Dedication

Requirements You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is flat-footed.

You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady.

Attempt an Acrobatics check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall.

Extinction Curse #3: Life’s Long Shadows, page 75.

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Lomos Bound

FEAT 1

azarketi 

Although you may not even be aware, the lomoss your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind. You receive a +2 circumstance bonus to Will saves against mental effects that would make you controlled, and if you roll a success against such an effect, you get a critical success instead. However, you gain none of these benefits against effects originating from lomoss and instead take a –2 circumstance penalty against mental effects from lomoss.

Azarketi Ancestry Web Supplement, page 4.

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Long Tongue

FEAT 5

grippli 

Prerequisites snaptongue grippli

You've learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to deliver touch range spells or perform very simple Interact actions, you can do so at a distance that is 5 feet beyond your usual reach.

LOME, page 121.

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Long-nosed Form [>]

FEAT 5

concentrate polymorph primal tengu transmutation 

You can transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using Long-Nosed Form counts as creating a disguise for the Impersonate use of Deception. Due to your imperfect transformation, your transformation doesn't automatically defeat Perception DCs to determine whether you are human, though you may be able to explain away or hide your tengu traits. You lose your beak unarmed Strike in your human form, as well as any other unarmed Strikes you gained from a tengu heritage or ancestry feat. You can remain in your human form indefinitely, and you can shift back to your tengu form by using this action again.

This feat leads to: Great Tengu Form.

Advanced Player’s Guide, page 26.

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Look Again [>]

FEAT 18

archetype metamagic 

Prerequisites Captivator Dedication

Frequency once per day

If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not.

Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets.

LOTGB, page 121.

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Look but Don't Touch [>>]

FEAT 13

ghoran poison 

Frequency once per day

Many flowers are beautiful to look upon but deadly to touch—and you're one of them. For 1 minute, any creature that touches you or damages you with a melee weapon without the reach trait or with a melee unarmed attack takes 3d6 poison damage.

LOIL, page 39.

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Loose Cannon [>]

FEAT 4

archetype 

Prerequisites Tobraid Agent Dedication

Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged Strike with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice. The Strike gains the following failure effect.

Failure The firearm misfires, but it doesn't cause the other critical failure effects listed below.Critical Failure The firearm misfires and also explodes.It becomes broken, and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes.

OoA1, page 78.

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Lore Seeker

FEAT 8

archetype 

Prerequisites Tokaikral Dedication

You see what others don't, and you've developed magical tricks to find hidden truth.

You can cast comprehend language, restore senses, and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.

This feat leads to: Determined Lore Seeker.

LOCG, page 113.

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Loremaster Dedication

FEAT 2

archetype dedication 

Prerequisites trained in at least one skill to Decipher Writing

You've compiled a vast repository of information that touches on nearly every subject. You are trained in Loremaster Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in a skill used to Decipher Writing, you gain expert proficiency in Loremaster Lore, but you can't increase your proficiency rank in Loremaster Lore by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite.

If you have the Bardic Lore class feat, you gain a +1 circumstance bonus to skill checks with Bardic Lore.

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

This feat leads to: Magical Edification, Greater Magical Edification, Orthographic Mastery, and Quick Study.

Advanced Player’s Guide, page 179.

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Loremaster's Etude

FEAT 2

bard fortune 

Prerequisites Enigma muse

You magically unlock memories, making them easier to recall. You learn the loremaster's etude composition spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 100.

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Loremaster's Etude

FEAT 2

bard fortune 

Prerequisites Enigma muse

You magically unlock memories, making them easier to recall. You learn the loremaster's etude composition spell (page 371).

Player Core 1, page 101.

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Lost In The Crowd

FEAT 4

archetype 

Prerequisites Lion Blade Dedication

You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures.

This feat leads to: Crowd Mastery.

LOWG, page 131.

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Loud Singer

FEAT 5

goblin 

Prerequisites Goblin Song

Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.

Advanced Player’s Guide, page 45.

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Loud Singer

FEAT 5

goblin 

Prerequisites Goblin Song

Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.

Player Core 1.

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Loyal Giatustaem

FEAT 5

shoony 

You have incredible empathy for your friends and family, and you have an innate timing for helping others in distress.

You can use the Aid reaction to grant a bonus to another creature's Will saving throw. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to bravely withstand the effect.

Extinction Curse #3: Life’s Long Shadows, page 73.

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Loyal Warhorse

FEAT 6

champion 

Prerequisites divine ally (steed)

You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a specialized animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so.

This feat leads to: Imposing Destrier and Auspicious Mount.

Core Rulebook, page 112.

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Loyal Warhorse

FEAT 6

champion 

Prerequisites Faithful Steed

The loyalty you and your Mount share is unbreakable. The Mount you gained with Faithful Steed is now a mature Animal Companion (Player Core 211). In addition, your Mount never attacks you, even if it is magically compelled to do so.

Player Core 2, page 95.

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Luck of the Clowder

FEAT 9

catfolk 

Prerequisites Cat's Luck

When you use Cat's Luck to reroll, any creatures you choose within 10 feet who also just failed against the same effect (such as a single spell) can also reroll their saving throws and use the better result.

Player Core 2.

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Lucky Break

FEAT 5

catfolk 

Prerequisites Cat's Luck

You catch yourself as you make a mistake. You can trigger Cat's Luck when you fail or critically fail on an Athletics or Acrobatics skill check, in addition to its normal trigger. When you do, you reroll the triggering skill check and use the better result. This still counts against Cat's Luck's frequency, as normal.

LOAG, page 19.

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Lucky Break

FEAT 5

catfolk 

Prerequisites Cat's Luck

You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude saving throw, Will saving throw, Acrobatics check, or Athletics check in addition to Reflex saving throws. You still can use Cat's Luck only once per day.

Player Core 2.

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Lucky Escape [R]

FEAT 4

archetype misfortune 

Prerequisites Unexpected Sharpshooter Dedication

Frequency once per day

Trigger A creature targets you with an attack, even if you aren't aware of it.

Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result.

Guns & Gears, page 142.

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Lucky Keepsake

FEAT 9

leshy 

Prerequisites Leshy Superstition

You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and magical effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week.

LOCG, page 55.

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Lunge [>]

FEAT 2

fighter 

Requirements You are wielding a melee weapon.

Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.

This feat leads to: Lunging Stance.

Core Rulebook, page 146.

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Lunge [>]

FEAT 2

fighter 

Requirements You are wielding a melee Weapon.

You attack an enemy at the edge of your reach. Make a Strike with a melee Weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.

Player Core 1, page 142.

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Lunging Spellstrike [>>]

FEAT 10

arcane magus transmutation 

Prerequisites Spellstrike, twisting tree hybrid study

Requirements You're wielding a staff.

Your spell unwinds the structure of your staff to make it exceptionally long, or even separate it into shards held together by magical power. Make a Spellstrike with a staff, with a spell that isn't a cantrip or focus spell. Increase the staff's reach by 5 feet × the spell's level.

Secrets of Magic, page 47.

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Lunging Stance [>]

FEAT 12

fighter stance 

Prerequisites Attack of Opportunity, Lunge

Requirements You are wielding a melee weapon.

Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Attack of Opportunity against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.

Core Rulebook, page 151.

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Lunging Stance [>]

FEAT 12

fighter stance 

Prerequisites Lunge, Reactive Strike

Requirements You are wielding a melee Weapon.

Your body coiled to Strike, you can lash out at distant enemies.

While you are in this stance, you can use Reactive Strike against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.

Player Core 1, page 149.

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