Feats: M (Part 2 of 6)

60 feats, from Manifold Edge to Master Spellcasting.

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Manifold Edge · Manifold Edge · Manifold Modifications · Manipulative Charm · Mantis Form · Many Guises · Many Guises · March the Mines · Marid Magic · Marine Ally · Marsh Runner · Marsh Runner · Marshal Dedication · Marshal Dedication · Martial Artist Dedication · Martial Artist Dedication · Martial Exercise · Martial Experience · Martial Experience · Martial Performance · Martial Performance · Martyr · Martyr · Mask Familiar · Mask Of Fear · Mask Of Pain · Mask Of Power · Mask Of Rejection · Masked Casting · Masquerade of Seasons Stance · Master Alchemy · Master Bard Spellcasting · Master Bard Spellcasting · Master Beast Gunner Spellcasting · Master Captivator Spellcasting · Master Cathartic Spellcasting · Master Cleric Spellcasting · Master Cleric Spellcasting · Master Druid Spellcasting · Master Druid Spellcasting · Master Eldritch Archer Spellcasting · Master Eldritch Archer Spellcasting · Master Magus Spellcasting · Master Monster Hunter · Master Monster Hunter · Master Of Many Styles · Master Of Many Styles · Master Of Many Styles · Master of the Dead · Master Oracle Spellcasting · Master Oracle Spellcasting · Master Psychic Spellcasting · Master Qi Spells · Master Scroll Cache · Master Scroll Cache · Master Siege Engineer · Master Skysage Divination · Master Snowcasting · Master Sorcerer Spellcasting · Master Spellcasting

Manifold Edge

FEAT 18

ranger 

Prerequisites hunter's edge, masterful hunter

You've learned every possible edge to use against your foes. When you use Hunt Prey, you can gain a hunter's edge benefit other than the one you selected at 1st level. If you do, you don't gain the additional benefit from masterful hunter.

Core Rulebook, page 177.

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Manifold Edge

FEAT 18

ranger 

Prerequisites hunter’s edge, masterful hunter

You’ve learned to leverage every possible edge. When you use hunted prey, you can gain a different hunter’s edge benefit instead of the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter.

Player Core 1, page 163.

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Manifold Modifications

FEAT 8

inventor modification 

Prerequisites initial modification

You've modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure. Your innovation gains an additional initial modification from the list for innovations of its type (page 16).

Guns & Gears, page 28.

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Manipulative Charm

FEAT 4

archetype 

Prerequisites Vampire Dedication, trained in Deception or Diplomacy

Against humanoids, you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression.

Once per day, you can cast charm as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level.

This feat leads to: Dominating Gaze.

Book of the Dead, page 58.

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Mantis Form

FEAT 8

archetype 

Prerequisites Basic Tranithair Mantis Magic

You gain the mantis form focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying to Rushoux or researching your assigned kill.

LOWG, page 71.

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Many Guises

FEAT 8

archetype 

Prerequisites master in Deception, Vigilante Dedication

You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual—rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your Deception DC.

You can't use either social abilities or vigilante abilities while in this identity.

Advanced Player’s Guide, page 197.

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Many Guises

FEAT 8

archetype 

Prerequisites Vigilante Dedication, master in Deception

You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn’t a specific individual—rather, you become a nondescript member of your ancestry, of any gender, and from a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check Using class or dedication abilities ends this disguise.

Player Core 2, page 219.

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March the Mines

FEAT 13

dwarf 

You march through the earth and lead an ally along. You gain a Burrowing Speed of 15 feet when you use this activity (if you don't have a higher one), and then you either Stride twice or Burrow twice. You can choose one willing ally adjacent to you at the start of your movement to move with you. That ally ends its movement one square behind you.

Player Core 1.

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Marid Magic

FEAT 9

undine 

You channel the magic of marids. You can cast hydraulic push and obscuring mist each once per day as 2nd-level arcane innate spells.

LOAG, page 120.

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Marine Ally

FEAT 5

azarketi 

You've befriended a sea creature, which becomes magically bonded to you. You gain a familiar. The type of creature is up to you, but one of its abilities must always be a swim Speed or the amphibious familiar ability.

LOAG, page 15.

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Marsh Runner

FEAT 1

lizardfolk 

Prerequisites You have a swim Speed.

You are adept at moving through marshy terrain. When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren't flat-footed, and if you roll a success on the Acrobatics check, you get a critical success instead.

LOCG, page 58.

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Marsh Runner

FEAT 1

lizardfolk 

Prerequisites You have a Swimming Speed

When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren't off-guard, and if you roll a success on the Acrobatics check, you get a critical success instead.

Player Core 2.

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Marshal Dedication

FEAT 2

archetype dedication 

Prerequisites trained in martial weapons and either Diplomacy or Intimidation

You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.

In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.

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

This feat leads to: Back To Back, Cadence Call, Tactical Cadence, Coordinated Charge, Dread Marshal Stance, Inspiring Marshal Stance, Rallying Charge, Snap Out Of It!, Steel Yourself!, Target Of Opportunity, To Battle!, Topple Foe, and Push Back the Dead!.

Advanced Player’s Guide, page 180.

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Marshal Dedication

FEAT 2

archetype dedication 

Prerequisites trained in martial weapons and either Diplomacy or Intimidation

You’ve combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.

In addition, while you’re conscious, you’re surrounded by a marshal’s aura in a 15-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies in the aura a +1 status bonus to saving throws against fear.

Player Core 2, page 204.

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Martial Artist Dedication

FEAT 2

archetype dedication 

You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks.

Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks.

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

This feat leads to: Follow-up Strike, Grievous Blow, Path Of Iron, Powder Punch Stance, Black Powder Flash, and Thunder Clap.

Advanced Player’s Guide, page 182.

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Martial Artist Dedication

FEAT 2

archetype dedication 

You have trained to use your fists as deadly weapons and can deliver devastatingly powerful blows with them. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don’t take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks.

Player Core 2, page 206.

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Martial Exercise

FEAT 10

archetype 

Prerequisites Swordmaster Dedication

You've become comfortable in using weapons that you might not have picked up before training with the Swords. Choose one weapon group, such as hammer or sword. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with both simple and martial weapons of your chosen weapon group.

LOPSG, page 52.

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Martial Experience

FEAT 5

elf 

You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus.

At 11th level, you become trained in all weapons.

Advanced Player’s Guide, page 43.

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Martial Experience

FEAT 5

elf 

You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a Weapon you aren't proficient with, treat your level as your proficiency bonus.

At 11th level, you become trained in all weapons.

Player Core 1.

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Martial Performance

FEAT 1

bard 

Prerequisites warrior muse

Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons.

If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert.

Advanced Player’s Guide, page 112.

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Martial Performance

FEAT 1

bard 

Prerequisites warrior muse

Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your Performance into combat tools. When you have a courageous anthem composition cantrip active, and you damage an enemy with a Strike, the spell's duration is extended by single gate round. You can extend an individual casting only once in this way.

If you gain the Rallying Anthem or song of strength composition cantrips, you can apply this benefit to those cantrips as well.

Player Core 1, page 101.

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Martyr [>]

FEAT 8

cleric metamagic 

Prerequisites divine font

You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast harm or heal from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per level of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.

Advanced Player’s Guide, page 122.

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Martyr [>]

FEAT 8

cleric spellshape 

You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to Cast harm or heal to restore Hit Points to a single gate ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per rank of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points.

Player Core 1, page 117.

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Mask Familiar

FEAT 4

archetype 

Prerequisites Falutairnn Attendant Dedication

Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a Deception check to Impersonate a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability.

This feat leads to: Adaptive Mask Familiar.

LOCG, page 101.

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Mask Of Fear [F]

FEAT 13

orc 

Prerequisites Orc Warmask

Trigger You start your turn with the frightened condition.

Requirements You're wearing your warmask.

Your warmask burns off of your face, releasing your apprehension. You remove the frightened condition. Your warmask is destroyed, and you can't reapply it until your next daily preparations.

Special You can use this free action even if you have a condition tied to the frightened condition that would normally prevent you from using a reaction, such as "fleeing as long as you're frightened" or "paralyzed as long as you're frightened."

LOAG, page 52.

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Mask Of Pain [R]

FEAT 9

orc 

Prerequisites expert in Intimidation, Orc Warmask

Trigger You succeed at a Demoralize check.

Requirements You're wearing your warmask.

Your mask has grown into a manifestation of your pain, which you can release. The creature you successfully Demoralized takes 2d6 mental damage, or 4d6 mental damage if you're legendary in Intimidation.

The target is then temporarily immune to additional damage from Mask of Pain for 24 hours.

LOAG, page 52.

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Mask Of Power

FEAT 5

orc 

Prerequisites Orc Warmask

Your warmask sharpens your connection to the source of your mask's power. During your daily preparations, choose fear, phantom pain, or true strike.

Until your next daily preparations, you can cast this spell as a 1st-level innate spell once per day; the spell's tradition is determined by the tradition tied to your warmask. You must be wearing your warmask to Cast the Spell.

LOAG, page 51.

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Mask Of Rejection [R]

FEAT 5

fortune orc 

Prerequisites Orc Warmask

Frequency once per day

Trigger You fail a saving throw against an effect from your warmask's magical tradition.

Requirements You're wearing your warmask.

Your warmask projects a white-hot fury that attempts to vaporize the offending magic. You reroll the triggering check with a +2 circumstance bonus, but you must use the new result, even if it's worse than your first roll.

LOAG, page 52.

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Masked Casting [F]

FEAT 8

archetype 

Prerequisites Maefalei Signifer Dedication

Trigger You begin Casting a Spell.

Requirements You are wearing your signifer's mask.

You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects. You Avert your Gaze.

LOCG, page 85.

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Masquerade of Seasons Stance [>]

FEAT 4

rare bard rogue stance swashbuckler 

Prerequisites trained in Performance

You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level.

This feat leads to: Pirouette and Grand Dance.

LOIL, page 126.

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Master Alchemy

FEAT 12

archetype 

Prerequisites Expert Alchemy, master in Crafting

Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1.

Core Rulebook, page 220.

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Master Bard Spellcasting

FEAT 18

archetype 

Prerequisites Expert Bard Spellcasting, legendary in Occultism

You gain the master spellcasting benefits.

Core Rulebook, page 222.

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Master Bard Spellcasting

FEAT 18

archetype bard 

Prerequisites Expert Bard Spellcasting, legendary in Occultism

You gain the master spellcasting benefits (page 215).

Player Core 1, page 216.

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Master Beast Gunner Spellcasting

FEAT 18

archetype 

Prerequisites Expert Beast Gunner Spellcasting

You've learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits (Core Rulebook 219).

Guns & Gears, page 131.

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Master Captivator Spellcasting

FEAT 16

archetype 

Prerequisites Expert Captivator Spellcasting

You master the most powerful spells that enchant and deceive.

You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell spell, and at 20th level, you learn a 9th-level spell.

Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells.

You become a master with spell attack rolls and spell DCs for occult spells.

LOTGB, page 121.

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Master Cathartic Spellcasting

FEAT 18

archetype 

Prerequisites Expert Cathartic Spellcasting

You gain the master spellcasting benefits.

Secrets of Magic, page 195.

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Master Cleric Spellcasting

FEAT 18

archetype 

Prerequisites Expert Cleric Spellcasting, legendary in Religion

You gain the master spellcasting benefits.

Core Rulebook, page 224.

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Master Cleric Spellcasting

FEAT 18

archetype cleric 

Prerequisites Expert Cleric Spellcasting, legendary in Religion

You gain the master spellcasting benefits (page 215).

Player Core 1, page 217.

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Master Druid Spellcasting

FEAT 18

archetype 

Prerequisites Expert Druid Spellcasting, legendary in Nature

You gain the master spellcasting benefits.

Core Rulebook, page 225.

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Master Druid Spellcasting

FEAT 18

archetype druid 

Prerequisites Expert Druid Spellcasting, legendary in Nature

You gain the master spellcasting benefits (page 215).

Player Core 1, page 218.

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Master Eldritch Archer Spellcasting

FEAT 18

archetype 

Prerequisites Expert Eldritch Archer Spellcasting

You gain the master spellcasting benefits.

Advanced Player’s Guide, page 173.

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Master Eldritch Archer Spellcasting

FEAT 18

archetype 

Prerequisites Expert Eldritch Archer Spellcasting

You gain the master spellcasting benefits (page 173).

Player Core 2, page 199.

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Master Magus Spellcasting

FEAT 18

archetype 

Prerequisites Expert Magus Spellcasting, legendary in Arcana

You gain the master bounded spellcasting benefits.

Secrets of Magic, page 75.

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Master Monster Hunter

FEAT 10

ranger 

Prerequisites master in Nature, Monster Hunter

You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.

This feat leads to: Legendary Monster Hunter.

Core Rulebook, page 175.

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Master Monster Hunter

FEAT 10

ranger 

Prerequisites master in Nature, Monster Hunter

You have a nearly encyclopedic Knowledge of all creatures of the world. You can use Nature to Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.

Player Core 1, page 161.

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Master Of Many Styles [F]

FEAT 16

monk 

Prerequisites Stance Savant

Trigger This is the first action of your turn.

You move between stances in an unceasing dance. You use an action with the stance trait.

This feat leads to: Ki Center.

Core Rulebook, page 165.

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Master Of Many Styles [F]

FEAT 16

fighter 

Prerequisites Opening stance

Trigger Your turn begins.

You move fluidly between stances, using your mastery of combat to always adopt the best tactics. You use an action with the stance trait.

Player Core 1, page 150.

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Master Of Many Styles [F]

FEAT 16

monk 

Prerequisites Reflexive stance

Trigger Your turn begins.

You can shift between stances without a thought, your movements an unceasing dance of martial arts forms. You use an action with the stance trait.

Player Core 2, page 126.

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Master of the Dead

FEAT 12

uncommon archetype 

Prerequisites Deathly Secrets

You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the shambling horror focus spell. Your focus pool increases by 1 Focus Point.

Book of the Dead, page 35.

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Master Oracle Spellcasting

FEAT 18

archetype 

Prerequisites Expert Oracle Spellcasting, legendary in Religion

You gain the master spellcasting benefits.

Advanced Player’s Guide, page 152.

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Master Oracle Spellcasting

FEAT 18

archetype oracle 

Prerequisites Expert Oracle Spellcasting, legendary in

You gain the master spellcasting benefits (page 173).

Player Core 2, page 180.

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Master Psychic Spellcasting

FEAT 18

archetype 

Prerequisites Expert Psychic Spellcasting, legendary in Occultism

You gain the master spellcasting benefits.

Dark Archive, page 48.

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Master Qi Spells

FEAT 16

monk 

Prerequisites Qi single spell

You have achieved near-total mastery of your qi. You gain medusa’s wrath, touch of death, or another 8th-rank qi spell you have access to.

Player Core 2, page 126.

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Master Scroll Cache

FEAT 18

archetype 

Prerequisites Expert Scroll Cache

Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell.

Advanced Player’s Guide, page 189.

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Master Scroll Cache

FEAT 18

archetype 

Prerequisites Expert Scroll Cache

Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-rank spell. At 20th level, add a scroll with a 7th-rank spell.

Player Core 2, page 213.

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Master Siege Engineer

FEAT 16

archetype 

What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew. You're permanently quickened. You can only use the extra action to Aim or Launch a siege weapon.

Guns & Gears, page 129.

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Master Skysage Divination

FEAT 16

archetype 

Prerequisites Expert Skysage Divination

You unlock the most powerful secrets hidden in the stars above. You learn a 7th-level spell from any spell list. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from the divination school. You gain master proficiency with spell attack rolls and spell DCs for occult spells.

Gatewalkers #1: The Seventh Arch, page 83.

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Master Snowcasting

FEAT 18

archetype 

You have unlocked the deeper magic of your gelid shard, gaining access to new levels of spells. You gain the master spellcasting benefits.

Treasure Vault, page 185.

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Master Sorcerer Spellcasting

FEAT 18

archetype 

Prerequisites Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline

You gain the master spellcasting benefits.

Core Rulebook, page 230.

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Master Spellcasting

FEAT 18

rare [class] pervasive magic 

Prerequisites Expert Spellcasting

You gain the master spellcasting archetype benefits.

Secrets of Magic, page 219.

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