Feats: L (Part 1 of 3)

60 feats, from Lab Rat to Lemma Of Vision.

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Part: 1 2 3

Lab Rat · Laefaligaim's Fire · Larcenous Hand · Larcenous Tail · Lasting Armament · Lasting Coercion · Lasting Coercion · Lasting Consecration · Lasting Doubt · Laughing Gnoll · Laughing Kholo · Lava Leap · Lavasoul · Lead Climber · Lead Climber · Lead Investigator · Lead Investigator · Lead The Pack · Lead The Pack · Lead the Way · Leading Dance · Leading Dance · Leap And Fire · Leave An Opening · Leave An Opening · Leech-Clip · Leech-clipper · Left-Hand Blood · Legendary Codebreaker · Legendary Codebreaker · Legendary Guide · Legendary Guide · Legendary Laugh · Legendary Linguist · Legendary Linguist · Legendary Medic · Legendary Medic · Legendary Monster Hunter · Legendary Monster Hunter · Legendary Negotiation · Legendary Negotiation · Legendary Performer · Legendary Performer · Legendary Professional · Legendary Professional · Legendary Rider · Legendary Rider · Legendary Shot · Legendary Shot · Legendary Size · Legendary Sneak · Legendary Sneak · Legendary Summoner · Legendary Survivalist · Legendary Survivalist · Legendary Tattoo Artist · Legendary Thief · Legendary Thief · Legs Of Stone · Lemma Of Vision

Lab Rat

FEAT 5

ratfolk 

You've spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead.

Advanced Player’s Guide, page 23.

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Laefaligaim's Fire [F]

FEAT 6

rare additive 2 alchemist 

Frequency once per round

Trigger You use Quick Alchemy to craft an alchemist's fire, and that bomb's level is at least 2 levels lower than your advanced alchemy level.

Laefaligaim developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire. The alchemist's fire deals 1d4 persistent fire damage in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals 1d4+2 persistent fire damage)

A creature taking persistent fire damage from the alchemist's fire requires two successful flat checks to end the persistent damage, or one check if the creature had an assisted recovery that reduces the flat check to DC 10. The enhanced alchemist's fire burns even underwater, and any attempts to end the persistent damage by using water have no effect.

LOL, page 20.

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Larcenous Hand

FEAT 8

archetype 

Prerequisites Agile Hand, Pickpocket skill feat

When you cast mage hand, you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you.

If the creature is unwilling, you must attempt to Steal the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour.

If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action.

LOTGB, page 124.

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Larcenous Tail

FEAT 9

ganzi 

Prerequisites Skillful Tail

Your tail's chaotic and independent nature causes it to perform mischief even when you don't intend it, and it can somehow steal things it shouldn't be able to handle.

You can use your tail to Steal an object, though your tail still can't hold onto it at the end of your action. If you have a hand free, you can transfer the stolen object to your hand. Otherwise, your tail surreptitiously drops it on the ground in your space, where you can grab it later. Observers other than your target who haven't witnessed you stealing something with your tail are usually distracted, meaning the GM will usually decrease their Perception DCs, as normal for Stealing something.

LOAG, page 98.

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Lasting Armament

FEAT 14

cleric 

Prerequisites Sanctify Armament

When you sanctify a Weapon, it remains sanctified for an extended period. The duration of Sanctify Armament is increased to single gate hour, but it still ends if you use Sanctify Armament on another Weapon.

Player Core 1, page 119.

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Lasting Coercion

FEAT 2

general skill 

Prerequisites expert in Intimidation

When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you're legendary, the maximum increases to a month.

Core Rulebook, page 262.

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Lasting Coercion

FEAT 2

general skill 

Prerequisites expert in Intimidation

When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you're legendary, the maximum increases to a month.

Player Core 1.

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Lasting Consecration

FEAT 14

druid 

The consecration effects you create are stronger and more durable. When you Cast consecrate, the spell lasts for single gate day instead of single gate hour. You can have up to three consecrate single spell active at once, and you can Dismiss any number of them with a single gate action that has the concentrate trait.

Player Core 1, page 134.

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Lasting Doubt

FEAT 12

champion 

Prerequisites Redeemer cause

When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.

Core Rulebook, page 114.

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Laughing Gnoll

FEAT 9

gnoll 

Prerequisites master in Intimidation

A gnoll's sinister giggle is a sound of warning and threat. You gain the Battle Cry skill feat. You don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.

LOME, page 114.

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Laughing Kholo

FEAT 9

kholo 

Prerequisites master in Intimidation

Your sinister giggle is a sound of warning and threat. You gain the Battle Cry skill feat. You don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.

Player Core 2.

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Lava Leap [>>]

FEAT 4

composite earth fire impulse kineticist overflow primal 

You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC.

The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn.

Level (+3) Each type of damage increases by 1d6.

Rage of Elements, page 36.

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Lavasoul

FEAT 1

ifrit lineage 

Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an agile, finesse, unarmed attack in the brawling weapon group that deals 1d4 piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes 1d6 persistent fire damage; you gain a bonus on this persistent damage equal to your item bonus to attack rolls on unarmed attacks.

LOAG, page 103.

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Lead Climber

FEAT 2

general skill 

Prerequisites expert in Athletics

When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.

Advanced Player’s Guide, page 207.

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Lead Climber

FEAT 2

general skill 

Prerequisites expert in Athletics

When Climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally only fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical Failure.

Player Core 2.

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Lead Investigator

FEAT 18

exploration investigator 

Prerequisites Clue Them All In

You spend 1 minute briefing up to four allies about one lead you're pursuing. Those allies gain the same circumstance bonus you do from Pursue a Lead to checks to investigate that lead. This bonus lasts until you cease pursing that lead or for 1 day, whichever comes first. This doesn't confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective's Readiness.

Advanced Player’s Guide, page 65.

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Lead Investigator

FEAT 18

exploration investigator 

Prerequisites Clue Them All In

You spend single gate minute briefing up to four allies about one of your open investigations. Those allies gain the same circumstance bonus you do from Pursue a Lead to checks to investigate the question at the heart of that investigation.

This bonus lasts until you cease Pursing that Lead or for single gate day, whichever comes first. This doesn’t confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective’s Readiness.

Player Core 2, page 113.

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Lead The Pack

FEAT 16

uncommon archetype 

Prerequisites Mature Beastmaster Companion, you have multiple animal companions

You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.

Advanced Player’s Guide, page 161.

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Lead The Pack

FEAT 16

uncommon archetype beastmaster concentrate focus manipulate mental trance 

Prerequisites Mature Beastmaster Companion, you have multiple animal companions

You can have up to two animal companions active at once.

However, when you do, it’s slightly more difficult to Command them. If you don’t Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else each companion can take 1 action to Stride or Strike. Either way, you can’t Command an Animal to make either companion act again until your next turn.

Player Core 2, page 189.

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Lead the Way [>>]

FEAT 10

archetype 

Prerequisites Knight Vigilant Dedication

You move forward, creating an opening for others to follow. Choose one adjacent ally who has a reaction available. You Stride, and that ally can use their reaction to immediately Stride. The ally must end their Stride adjacent to you. If the ally Strides in this way, they don't trigger reactions that are normally triggered by movement. You, however, still trigger those reactions normally.

LOKL, page 75.

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Leading Dance [>]

FEAT 4

move swashbuckler 

Prerequisites trained in Performance

Requirements You are adjacent to an enemy.

You sweep your foe into your dance. Attempt a Performance check against an adjacent enemy's Will DC. If your swashbuckler's style is battledancer and you succeed, you gain panache.

Critical Success Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement).Success As critical success, but you both move only 5 feet.Failure The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.Critical Failure You stumble, falling prone in your space.

Advanced Player’s Guide, page 90.

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Leading Dance [>]

FEAT 4

bravado move swashbuckler 

Prerequisites trained in Performance

Requirements You are adjacent to an enemy.

You sweep your foe into your dance. Attempt a Performance Critical Success Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn’t trigger reactions from the target (and the target’s movement doesn’t trigger reactions because it’s forced movement).

Success As critical success, but you both move only 5 feet.

Failure The foe doesn’t follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.

Critical Failure You stumble, falling prone in your space.

Player Core 2, page 166.

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Leap And Fire

FEAT 8

gunslinger 

Prerequisites Hit the Dirt!

You're quick enough to line up a shot even while diving to the ground. When you use your Hit the Dirt! reaction, at any point during your Leap you can also make a ranged Strike with a loaded firearm or crossbow, targeting the creature whose attack triggered the reaction.

Guns & Gears, page 115.

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Leave An Opening

FEAT 14

rogue 

When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.

Core Rulebook, page 188.

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Leave An Opening

FEAT 14

rogue 

When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit an off-guard opponent with a melee attack and deal damage, the target triggers a Reactive Strike reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.

Player Core 1, page 176.

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Leech-Clip

FEAT 1

hobgoblin 

You are trained to capture deserters, or "leeches." Make a melee Strike with Weapon from the flail group. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for single gate round. It applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.

Player Core 2.

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Leech-clipper

FEAT 1

hobgoblin 

You are trained to capture deserters, or "leeches." If you critically hit a foe with a weapon from the flail weapon group, you can wrap the weapon around the target's legs and then drop it, causing the foe to take a –10-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 Interact actions.

LOCG, page 50.

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Left-Hand Blood [>]

FEAT 5

kholo 

Once per hour, it's said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You deal single gate slashing damage to yourself to poison a Weapon you are holding. If you hit with the Weapon and deal damage, the target also takes 1d4 persistent poison damage. The poison on your Weapon becomes inert after you hit, or at the end of your next turn, whichever comes first.

Player Core 2.

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Legendary Codebreaker

FEAT 15

general skill 

Prerequisites legendary in Society

Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that's ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.

Core Rulebook, page 262.

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Legendary Codebreaker

FEAT 15

general skill 

Prerequisites legendary in Society

Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that's ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.

Player Core 1.

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Legendary Guide

FEAT 15

general skill 

Prerequisites legendary in Survival

You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel speed, your party's travel speed doesn't decrease in difficult terrain, and greater difficult terrain halves your party's travel speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore difficult terrain during an encounter.

Advanced Player’s Guide, page 207.

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Legendary Guide

FEAT 15

general skill 

Prerequisites legendary in Survival

You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel Speed (Player Core 438), your party's travel Speed doesn't decrease in difficult terrain, and greater difficult terrain halves your party's travel Speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore difficult terrain during an encounter.

Player Core 2.

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Legendary Laugh

FEAT 17

kholo 

Prerequisites Laughing Kholo

Your laugher echoes in the minds of your enemies. You can Demoralize creatures up to 60 feet away. Additionally, whenever you successfully Demoralize a creature, it takes 3d8 mental damage (or 6d8 mental damage on a critical success).

Player Core 2.

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Legendary Linguist

FEAT 15

general skill 

Prerequisites legendary in Society, Multilingual

You're so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don't know—by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).

Core Rulebook, page 263.

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Legendary Linguist

FEAT 15

general skill 

Prerequisites legendary in Society, Multilingual

You're so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don't know—by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).

Player Core 1.

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Legendary Medic

FEAT 15

general skill 

Prerequisites legendary in Medicine

You've discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect's source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.

Core Rulebook, page 263.

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Legendary Medic

FEAT 15

general skill 

Prerequisites legendary in Medicine

You've discovered medical breakthroughs that achieve miraculous results. Once per day for each target, you can spend single gate hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect's source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.

Player Core 1.

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Legendary Monster Hunter

FEAT 16

ranger 

Prerequisites legendary in Nature, Master Monster Hunter

Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.

Core Rulebook, page 176.

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Legendary Monster Hunter

FEAT 16

ranger 

Prerequisites legendary in Nature, Master Monster Hunter

Your Knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +single gate to +2 for you and any allies who benefit.

Player Core 1, page 162.

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Legendary Negotiation [>>>]

FEAT 15

general skill 

Prerequisites legendary in Diplomacy

You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. 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 of the creature's level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.

Core Rulebook, page 263.

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Legendary Negotiation

FEAT 15

general skill 

Prerequisites legendary in Diplomacy

You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Requests your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. Generally, the DC of this check is the creature's Will DC, although your GM may modify it based on the situation. Some creatures may be unable to stop regardless of their personal desires, and even those who agree to parley might ultimately find your arguments lacking and return to violence.

Player Core 1.

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Legendary Performer

FEAT 15

general skill 

Prerequisites legendary in Performance, Virtuosic Performer

Your fame has spread throughout the lands. NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC's disposition. For instance, if you're well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM.

Core Rulebook, page 263.

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Legendary Performer

FEAT 15

general skill 

Prerequisites legendary in Performance, Virtuosic Performer

Your fame has spread throughout the lands. Creatures who have any listed skill in Society have heard of you and usually have an attitude toward you one Step better than normal, depending on your reputation and the creature's disposition. For instance, if you're well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you Perform. Typically, this increases the audiences available to your level or by two levels, whichever is higher.

Player Core 1.

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Legendary Professional

FEAT 15

general skill 

Prerequisites legendary in Lore

Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer, except you gain higher-level jobs when you Earn Income with Lore.

Core Rulebook, page 263.

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Legendary Professional

FEAT 15

general skill 

Prerequisites legendary in Lore

Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer above, except you gain higher-level jobs when you Earn Income with Lore.

Player Core 1.

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Legendary Rider

FEAT 20

archetype 

Prerequisites Cavalier Dedication

You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.

Advanced Player’s Guide, page 165.

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Legendary Rider

FEAT 20

archetype 

Prerequisites Cavalier Dedication

You and your mount move like one being, effortlessly reading each other’s signals and synchronizing even in the thick of battle. Whenever you’re riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.

Player Core 2, page 193.

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Legendary Shot

FEAT 20

ranger 

Prerequisites masterful hunter, legendary in Perception, Far Shot

You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.

Core Rulebook, page 177.

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Legendary Shot

FEAT 20

ranger 

Prerequisites legendary in Perception, Far Shot

You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged Weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.

Player Core 1, page 163.

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Legendary Size

FEAT 9

vanara 

The vanaras of old were tricksters able to step across wide rivers or slip into impossibly small spaces. You can cast enlarge and shrink once per day each as 2nd-level divine innate spells. You can target only yourself and other vanaras with these spells.

LOIL, page 56.

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Legendary Sneak

FEAT 15

general skill 

Prerequisites legendary in Stealth, Swift Sneak

You're always sneaking unless you choose to be seen, even when there's nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to. See page 479 for more information about exploration tactics.

Core Rulebook, page 263.

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Legendary Sneak

FEAT 15

general skill 

Prerequisites legendary in Stealth, Swift Sneak

You're always sneaking unless you choose to be seen, even when there's nowhere to Hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to. See page 438 for more information about exploration tactics.

Player Core 1.

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Legendary Summoner

FEAT 20

summoner 

Prerequisites Master Summoner

Your ability to summon extends past your other spellcasting. When you sacrifice a 9th-level spell slot to gain two summoning slots using Master Summoner, you can use those slots to cast summoning spells heightened to 10th level. You can't use these spell slots for any purpose other than casting the summoning spells, and you don't count as having 10th-level spell slots for other abilities or rules.

Secrets of Magic, page 73.

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Legendary Survivalist

FEAT 15

general skill 

Prerequisites legendary in Survival

You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.

Core Rulebook, page 263.

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Legendary Survivalist

FEAT 15

general skill 

Prerequisites legendary in Survival

You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.

Player Core 1.

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Legendary Tattoo Artist

FEAT 15

general skill 

Prerequisites Tattoo Artist, master in Crafting

Your craftsmanship at decorating flesh is unparalleled. You become legendary in Crafting. Whenever you craft a magical tattoo whose level is at least 3 lower than your level, increase all attack roll and DC values of the tattoo's activated abilities by 1, and increase all resistances granted by the tattoo by 1.

Treasure Vault, page 118.

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Legendary Thief

FEAT 15

general skill 

Prerequisites legendary in Thievery, Pickpocket

Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. You take a –5 penalty to your Thievery check. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it's gone after you steal it.

This feat leads to: Steal Spell.

Core Rulebook, page 263.

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Legendary Thief

FEAT 15

general skill 

Prerequisites legendary in Thievery, Pickpocket

Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least single gate minute (and significantly longer for uncommon weapons that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it's gone after you Steal it.

Player Core 1.

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Legs Of Stone

FEAT 12

archetype 

Prerequisites Golem Grafter Dedication

You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. You can Shove creatures even if you don't have a hand free. When you successfully Shove a foe, you can Stride away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it.

Extinction Curse #3: Life’s Long Shadows, page 74.

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Lemma Of Vision

FEAT 1

aphorite 

You've solved a tiny stepping stone in your self-discovery, awakening new depths in your sight. You gain darkvision.

LOAG, page 77.

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