Feats: M (Part 5 of 6)

60 feats, from Moment Of Clarity to Murderer's Circle.

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Part: 1 2 3 4 5 6

Moment Of Clarity · Monastic Archer Stance · Monastic Archer Stance · Monastic Weaponry · Monastic Weaponry · Monk Dedication · Monk Dedication · Monk Moves · Monk Moves · Monk Resiliency · Monk Resiliency · Monk's Flurry · Monkey Spirits · Monk’s Flurry · Monster Crafting · Monster Hunter · Monster Hunter · Monster Warden · Monster Warden · Monstrosity Shape · Monstrosity Shape · Monstrous Peacemaker · Moon May · Morobiaxi Ice-witch · Morogrotrud Recollection · Morogrotrud Storytelling · Mororaibrax Flip · Morph-Risen · Morphic Manipulation · Morrigna's Spider Affinity · Mortal Healing · Mortification · Mother's Mindfulness · Mountain Quake · Mountain Quake · Mountain Stance · Mountain Stance · Mountain Strategy · Mountain Stronghold · Mountain Stronghold · Mountain's Stoutness · Mountain's Stoutness · Mounted Shield · Mounted Shield · Mug · Mug · Multifarious Muse · Multifarious Muse · Multilingual · Multilingual · Multilingual Cipher · Multilingual Cipher · Multishot Stance · Multishot Stance · Multitalented · Mummy Dedication · Mummy's Despair · Munitions Crafter · Munitions Machinist · Murderer's Circle

Moment Of Clarity [>]

FEAT 1

barbarian concentrate rage 

You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use skill action with the concentrate trait even if those skill action don’t have the rage trait.

Player Core 2, page 77.

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Monastic Archer Stance [>]

FEAT 1

monk stance 

Requirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait.

You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike.

Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.

This feat leads to: Focused Shot, Return Fire, and Triangle Shot.

Advanced Player’s Guide, page 128.

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Monastic Archer Stance [>]

FEAT 1

monk stance 

Requirements You are unarmored and wielding a longbows, a shortbow, or a bow with the monk trait.

You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait. You can use Flurry of Blows with these bows. You can use your other monk wizard or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbows and 30 feet for a shortbow), so long as the feat or ability doesn’t require a single gate, specific Strike.

Special When you select this feat, you become trained in the longbows, shortbow, and any simple and martial bows with the monk trait. If you gain the expert Strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master Strikes class feature, your proficiency rank for these weapons increases to master.

Player Core 2, page 118.

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Monastic Weaponry

FEAT 1

monk 

You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance.

This feat leads to: Ancestral Weaponry, Peafowl Stance, Peafowl Strut, Shooting Stars Stance, and Whirling Blade Stance.

Core Rulebook, page 158.

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Monastic Weaponry

FEAT 1

monk 

You have trained with the weaponry of your monastery or school. You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse Weapon (such as from the Catfolk Weapon Familiarity feat), that Weapon also gains the monk trait for you.

You can use melee monk weapons with any of your monk wizard or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single gate specific type of attack, such as Crane Stance.

If you gain the critical specialization benefit for unarmed attacks—with the expert Strikes class feature, for example— you also gain it with monk weapons.

Player Core 2, page 118.

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Monk Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Strength 14, Dexterity 14

You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC.

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

This feat leads to: Basic Kata, Advanced Kata, Monk Moves, Monk Resiliency, Monk's Flurry, and Perfection's Path.

Core Rulebook, page 227.

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Monk Dedication

FEAT 2

archetype dedication monk multiclass 

Prerequisites Strength +2, Dexterity +2

You become trained in unarmed attacks and gain the powerful fist class feature (page 116). You become trained in your choice of Acrobatics or Athletics; if you’re already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class

Player Core 2, page 179.

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Monk Moves

FEAT 8

archetype 

Prerequisites Monk Dedication

You gain a +10-foot status bonus to your Speed when you're not wearing armor.

Core Rulebook, page 227.

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Monk Moves

FEAT 8

archetype monk 

Prerequisites Monk Dedication

You gain a +10-foot status bonus to your Speed when you’re not wearing armor.

Player Core 2, page 179.

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Monk Resiliency

FEAT 4

archetype 

Prerequisites Monk Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier

You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.

Core Rulebook, page 227.

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Monk Resiliency

FEAT 4

archetype monk 

Prerequisites Monk Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier

You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.

Player Core 2, page 179.

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Monk's Flurry

FEAT 10

archetype 

Prerequisites Monk Dedication

You gain the Flurry of Blows action.

Core Rulebook, page 227.

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Monkey Spirits

FEAT 13

vanara 

Vanaras generally consider the spirits of departed monkeys to be less informative or interesting than their own ancestors traveling the cycles of existence, yet these monkey spirits can prove useful when the situation is dire. You can cast mad monkeys (Advanced Player's Guide 222) once per day as a 5th-level primal innate spell. You become an expert in primal spell DCs and primal spell attack rolls. If you choose flagrant burglary for this casting of mad monkeys, you can have the monkeys use your Thievery modifier instead of your spell DC – 10.

LOIL, page 57.

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Monk’s Flurry

FEAT 10

archetype monk 

Prerequisites Monk Dedication

You gain the Flurry of Blows action (page 116). Your fists’ power, however, exceeds your conditioning; once you use Flurry of Blows, you can’t use it again for 1d4 rounds as your muscles recover.

Player Core 2, page 179.

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Monster Crafting

FEAT 7

general skill 

Prerequisites master in Survival

You can use the parts of monsters to Aid in Crafting. You can use the body of a monster to help Craft uncommon weapons, using Survival instead of Crafting for the Craft activity when you do so. If parts of the monster's body are valuable, you can expend them toward the item's raw material cost as well. (The GM makes the determination if the monster's entry doesn't list any valuable materials from its body.)

If you spend additional days working on the item, reduce the Price using the monster's level instead of your own. Certain uncommon weapons may require specific creatures in their Craft requirement.

Player Core 1.

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Monster Hunter

FEAT 1

ranger 

You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature's defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.

This feat leads to: Master Monster Hunter, Legendary Monster Hunter, and Monster Warden.

Core Rulebook, page 171.

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Monster Hunter

FEAT 1

ranger 

You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Knowledge about your prey. When you critically succeed at identifying your hunted prey with Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You and allies you tell gain a +single gate circumstance bonus to your next attack roll against that prey.

You can give bonuses from Monster Hunter only once per day against a particular creature.

Player Core 1, page 157.

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Monster Warden

FEAT 2

ranger 

Prerequisites Monster Hunter

You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature's next attack against you.

Core Rulebook, page 172.

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Monster Warden

FEAT 2

ranger 

Prerequisites Monster Hunter

You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +single gate circumstance bonus to your next saving throw against that particular creature and to your

Player Core 1, page 159.

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Monstrosity Shape

FEAT 16

druid 

Prerequisites Wild Shape

You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, add the phoenix form listed in aerial form to your wild shape list.

This feat leads to: Heart Of The Kaiju.

Core Rulebook, page 139.

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Monstrosity Shape

FEAT 16

druid 

Prerequisites Untamed Form

You can transform into a powerful magical creature. Add the cave worm and sea serpent shapes listed in monstrosity form to your Untamed Form list. If you have Soaring Shape, also add the phoenix shape to your Untamed Form list.

Player Core 1, page 134.

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Monstrous Peacemaker

FEAT 1

half-orc 

Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM's discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.

Core Rulebook, page 59.

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Moon May

FEAT 1

changeling lineage 

Your mother was a moon hag, a handmaiden of Falaizeibrix, and you have a single scarlet eye and a sliver of her supernal foresight. You can cast guidance as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up.

LOAG, page 23.

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Morobiaxi Ice-witch

FEAT 13

human 

Prerequisites Khiaseis ethnicity, wintertouched human heritage (page 11)

You can trace your direct descent from one of the Queens of Morobiax and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level wall of ice as an innate arcane spell once per day.

LOCG, page 14.

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Morogrotrud Recollection [>]

FEAT 10

archetype skill 

Prerequisites Morogrotrud Storytelling, master in a Recall Knowledge skill

You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. Recall Knowledge with a skill in which you have master proficiency, then use Morogrotrud Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Morogrotrud Storytelling from the added details.

Halcyon Speaker One of Seboufalais Maetrund's central lessons was that magic was magic, no matter what the source. Though the Falutairn seeks to hold true to Maetrund's teachings by aiming to understand magic of all kinds, the mages of the Falutairn have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Falutairnn practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring.

This feat leads to: Lemorel's Lessons.

LOCG, page 103.

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Morogrotrud Storytelling [>]

FEAT 6

archetype concentrate skill 

Prerequisites Falutairnn Attendant Dedication, Morogrotrud affiliation, master in a Recall Knowledge skill

You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a Performance and cannot be used in place of anything that requires you to Perform.

This feat leads to: Morogrotrud Recollection and Lemorel's Lessons.

LOCG, page 102.

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Mororaibrax Flip [R]

FEAT 4

uncommon barbarian fighter ranger 

Prerequisites trained in Acrobatics and medium armor

Trigger An enemy targets you with a melee Strike.

Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Mororaibrax developed this evasive maneuver during one of his many adventures. Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack.

If the attack still hits you, you can Step to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum.

LOPSG, page 120.

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Morph-Risen

FEAT 1

lineage reflection 

You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have drained your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against transmutation effects, and if you roll a success on a saving throw against a hostile morph or polymorph effect, you get a critical success instead.

This feat leads to: Warp Likeness.

Dark Archive, page 120.

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Morphic Manipulation

FEAT 7

uncommon exploration general necromancy positive primal skill 

Prerequisites master in Nature

You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal. You sit for 10 minutes with a small, natural non-creature plant—such as a lone flower, a small bush, or a potted succulent—while you bring your aura in tune through meditation. You coax the plant to advance one stage in its life cycle: from seed to sprout, sprout to plant, plant to flower, or flower to fruit. If the plant doesn't have proper nutrients (if you're sprouting a seed without soil or water, for example), the plant withers 5 minutes after you complete the activity. Performing this activity more than once per day renders you fatigued and unable to use Morphic Manipulation until your next full night's rest.

Dark Archive, page 78.

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Morrigna's Spider Affinity

FEAT 9

duskwalker 

Much like morrignas, you feel an affinity for spiders. You can cast animal messenger (spiders only), speak with animals (spiders only), and spider climb each once per day as 2nd-level divine innate spells.

LOAG, page 32.

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Mortal Healing

FEAT 2

general skill 

Prerequisites Godless Healing, you follow the Falaestegud

You grant greater healing when the gods don't interfere.

When you roll a success to Treat Wounds for a creature that hasn't regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points.

LOGM, page 105.

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Mortification

FEAT 4

archetype 

Prerequisites Maefalei Armiger Dedication

Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Maefalei Armiger archetype and other Maefalei archetypes.

LOWG, page 107.

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Mother's Mindfulness [R]

FEAT 9

changeling 

Frequency once per minute

Trigger An adjacent ally is hit by an attack.

You have the protective instinct your own mother lacks and will gladly suffer in another's place. You interpose yourself in the attack's path. You become the target of the triggering attack and are automatically hit by the attack (or critically hit if the ally was critically hit), suffering the full effects in your ally's place.

LOAG, page 24.

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Mountain Quake [>]

FEAT 14

monk 

Prerequisites Mountain Stronghold

Requirements You are in Mountain Stance.

You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save against your class DC. On a failure, they also fall prone. After you use this action, you can't use it again for 1d4 rounds.

Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.

Core Rulebook, page 164.

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Mountain Quake [>]

FEAT 14

monk 

Prerequisites Mountain Stronghold

Requirements You are in Mountain Stance.

You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a basic Fortitude save you use this action, you can’t use it again for 1d4 rounds.

Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +single gate to +2.

Player Core 2, page 126.

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Mountain Stance [>]

FEAT 1

monk stance 

Requirements You are unarmored and touching the ground.

You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.

While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor.

This feat leads to: Mountain Stronghold and Mountain Quake.

Core Rulebook, page 159.

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Mountain Stance [>]

FEAT 1

monk stance 

Requirements You are unarmored and touching the ground.

You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to Strike with the weight of an avalanche and block blows with your garments. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.

While in Mountain Stance, you gain a +4 item bonus to Reposition, shove, Trip, and other forced movement effects.

stance is cumulative with armor potency runes on your explorer’s clothing, mystic armor, and bands of force.

Player Core 2, page 118.

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Mountain Strategy

FEAT 1

dwarf 

Dwarves have a long history fighting common foes, and you've mastered the ancient tactics to better face these enemies. You gain a +single gate circumstance bonus to damage with weapons and unarmed attacks against creatures with the Giant instinct, goblin, hryngar, or orc trait. If your attack would deal more than one Weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of Weapon dice or unarmed attack dice.

In addition, if any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for single gate minute regardless of whether it has the chosen trait.

Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.

Player Core 1.

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Mountain Stronghold [>]

FEAT 6

monk 

Prerequisites Mountain Stance

Requirements You are in Mountain Stance.

You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.

Special If you have this feat, the Dexterity modifier cap to your AC while you're in Mountain Stance increases from +0 to +1.

This feat leads to: Mountain Quake.

Core Rulebook, page 161.

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Mountain Stronghold [>]

FEAT 6

monk 

Prerequisites Mountain Stance

Requirements You are in Mountain Stance.

You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2

Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +single gate.

Player Core 2, page 122.

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Mountain's Stoutness

FEAT 9

dwarf 

Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).

If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.

Core Rulebook, page 37.

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Mountain's Stoutness

FEAT 9

dwarf 

Your hardiness lets you withstand more punishment than most. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to divine smite + your dying value (instead of 10 + your dying value).

If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.

Player Core 1.

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Mounted Shield

FEAT 6

archetype 

Prerequisites Cavalier Dedication

You've trained with your shield to defend both yourself and your mount. When you Raise a Shield while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the Shield Block reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Advanced Player’s Guide, page 164.

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Mounted Shield

FEAT 6

archetype 

Prerequisites Cavalier Dedication

You’ve trained with your shield to defend both yourself and your mount. When you Raise a Shield while mounted, both you and your mount gain the shield’s circumstance bonus to your mount would take physical damage, as long as you’re riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Player Core 2, page 193.

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Mug [>>]

FEAT 4

rogue 

You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent foe. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.

Advanced Player’s Guide, page 135.

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Mug [>>]

FEAT 4

rogue 

You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent enemy. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.

Player Core 1, page 171.

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Multifarious Muse

FEAT 2

bard 

Your muse doesn't fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose.

Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.

Core Rulebook, page 100.

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Multifarious Muse

FEAT 2

bard 

Your muse doesn't fall into a single gate label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take wizard with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose.

Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.

Player Core 1, page 101.

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Multilingual

FEAT 1

general skill 

Prerequisites trained in Society

You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.

This feat leads to: Legendary Linguist.

Core Rulebook, page 264.

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Multilingual

FEAT 1

general skill 

Prerequisites trained in Society

You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.

Player Core 1.

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Multilingual Cipher

FEAT 4

archetype skill 

Prerequisites Linguist Dedication, expert in Society

You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing.

Advanced Player’s Guide, page 178.

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Multilingual Cipher

FEAT 4

archetype skill 

Prerequisites Linguist Dedication, expert in Society

You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing.

Player Core 2, page 203.

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Multishot Stance [>]

FEAT 16

fighter stance 

Prerequisites Triple Shot

Requirements You are wielding a ranged weapon with reload 0.

You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1, or –2 if you add the extra action to make three Strikes. If you move from your position, this stance ends.

Core Rulebook, page 153.

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Multishot Stance [>]

FEAT 16

fighter stance 

Prerequisites Double Shot

Requirements You are wielding a ranged Weapon with reload 0.

You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –single gate. If you move from your position, this stance ends.

Special If you have Triple Shot, when you use Double Shot to make three Strikes, the penalty is –2.

Player Core 1, page 150.

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Multitalented

FEAT 9

human 

You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.

If you're a half-elf, you don't need to meet the feat's ability score prerequisites.

Core Rulebook, page 58.

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Mummy Dedication

FEAT 2

rare archetype dedication 

Prerequisites you are dead and were mummified (by natural or ritualistic means)

Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the mummy and undead traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the Toughness feat, but also fire weakness equal to half your level.

Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait.

Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats.

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

This feat leads to: One with the Land, Semblance of Life, Grave Mummification, Mummy's Despair, Accursed Touch, Channel Rot, Storm Shroud, Terrain Form, and Desiccating Inhalation.

Book of the Dead, page 52.

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Mummy's Despair [>>]

FEAT 6

archetype aura divine emotion enchantment fear mental 

Prerequisites Mummy Dedication

Frequency once per hour

You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be frightened 1 (frightened 2 on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes.

Book of the Dead, page 52.

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Munitions Crafter

FEAT 1

gunslinger 

Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in Crafting and gain the alchemist's infused reagents class feature (Core Rulebook 72), gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items.

You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition.

This feat leads to: Munitions Machinist and Precious Munitions.

Guns & Gears, page 111.

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Munitions Machinist

FEAT 6

gunslinger 

Prerequisites Munitions Crafter, expert in Crafting

You're particularly adept at crafting ammunition and bombs.

Your advanced alchemy level for ammunition and bombs increases to your level – 3.

This feat leads to: Precious Munitions.

Guns & Gears, page 113.

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Murderer's Circle [>]

FEAT 14

archetype 

Prerequisites Provocator Dedication

You Strike a target within reach and then Step to any other open space adjacent to that target. Your target is then flat-footed against your next Strike this turn.

AoE3, page 78.

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