Feats: M (Part 6 of 6)

17 feats, from Murderous Thorns to Mystery Conduit.

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Murderous Thorns · Murksight · Murksight · Muscle Mimicry · Musetouched · Mutable Familiar · Mutable Familiar · Mutant Innervation · Mutant Physique · Mutate Weapon · Myriad Forms · Mysterious Breadth · Mysterious Breadth · Mysterious Repertoire · Mysterious Repertoire · Mystery Conduit · Mystery Conduit

Murderous Thorns

FEAT 5

ghoran 

Prerequisites Hidden Thorn or thorned rose

Your thorns are many, vicious, and sharp. If you have the Hidden Thorn feat, your thorn attack gains the deadly d6 trait. If you have the thorned rose heritage, you can use the Wicked Thorns reaction once every hour.

LOIL, page 38.

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Murksight

FEAT 8

witch 

Your vision pierces through non-magical fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target concealed only by such effects.

Advanced Player’s Guide, page 103.

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Murksight

FEAT 8

witch 

Your vision pierces through non-magical fog, mist, rain, and snow. You don’t take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such effects.

Player Core 1, page 189.

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Muscle Mimicry [R]

FEAT 7

archetype concentrate skill 

Prerequisites Alter Ego Dedication; trained in Athletics, master in Deception

Trigger An enemy makes a successful Disarm, Escape, Grapple, Shove, or Trip attempt.

Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your Athletics check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn.

Dark Archive, page 127.

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Musetouched

FEAT 1

aasimar lineage 

Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to Escape. When you roll a critical failure on a check to Escape, you get a failure instead, and when you roll a success, you get a critical success instead.

This feat leads to: Azata Magic and Call Of Elysium.

Advanced Player’s Guide, page 35.

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Mutable Familiar

FEAT 8

archetype 

Prerequisites Familiar Master Dedication

Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant).

Advanced Player’s Guide, page 174.

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Mutable Familiar

FEAT 8

archetype 

Prerequisites Familiar Master Dedication

Your familiar’s supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute exploration activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can’t remove an ability that is required for another ability your familiar has (for instance, you can’t remove manual dexterity if the familiar has item delivery).

Player Core 2, page 200.

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Mutant Innervation

FEAT 14

alchemist 

Basic mutagens that affect your mind and thoughts can make you communicate telepathically, protect you from being detected, or let you communicate with anyone. While you’re affected by one of the listed mutagens, you get an additional benefit.

• cognitive mutagen You also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks.

In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language.

The communication is two-way once you establish it, so a creature you contact can also communicate with you.

• serene mutagen detection, revelation, and scrying effects of 9th rank (or 17th level) or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.

• silvertongue mutagen Ignore circumstance penalties you would take to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you don’t actually speak that language, nor does this ability allow you to understand any additional languages).

Special If you can be under the effects of multiple mutagens (with the mutagenist Greater field discovery, for example), you get all relevant benefits.

Player Core 2, page 68.

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Mutant Physique

FEAT 8

alchemist 

Basic mutagens that affect your physical form can bring out the beast within you, turn you nigh invincible, or make your body more elastic. While you’re affected by one of the listed mutagens, you get an additional benefit.

• bestial mutagen You gain the mutagen’s item bonus to your Intimidation checks. In addition, you increase the damage die size of your claws and jaws by one Step, and they gain the deadly d10s trait.

• juggernaut mutagen You gain resistance to all physical damage equal to half your level.

• quicksilver mutagen You can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.

Special If you can be under the effects of multiple mutagens (with the mutagenist Greater field discovery, for example), you get all relevant benefits.

Player Core 2, page 67.

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Mutate Weapon [>]

FEAT 5

fleshwarp 

Prerequisites Living Weapon

Select one unarmed attack you gained with Living Weapon. The damage die for that attack increases by one step until the end of your turn. In addition, choose to either have the attack gain a reach of 10 feet until the end of your turn or for you to gain a +1 status bonus to attack rolls with the chosen unarmed attack until the end of your turn.

LOAG, page 93.

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Myriad Forms

FEAT 5

kitsune 

With a bit of self-discovery, you find a new form. You gain the alternate form of a kitsune heritage other than your own, adding it to the options for your Change Shape.

LOAG, page 126.

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Mysterious Breadth

FEAT 8

archetype 

Prerequisites Basic Oracle Spellcasting

Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels.

Advanced Player’s Guide, page 152.

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Mysterious Breadth

FEAT 8

archetype oracle 

Prerequisites Basic Oracle Spellcasting

Increase the spell slots you gain from oracle archetype feats by 1 for each spell rank other than your two highest spell ranks.

Player Core 2, page 180.

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Mysterious Repertoire

FEAT 14

oracle 

Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like Divine Access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time.

Advanced Player’s Guide, page 81.

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Mysterious Repertoire

FEAT 14

oracle 

Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your Spell Repertoire not on the divine spell list, in addition to single spell you’ve added to your spell list from abilities like divine access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other curse spell, but you can’t use this feat to have more than one spell from another tradition in your Spell Repertoire at the same time.

Player Core 2, page 142.

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Mystery Conduit

FEAT 20

oracle 

The power of your mystery enables you to cast more than just revelation spells. When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the cursebound trait.

Advanced Player’s Guide, page 81.

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Mystery Conduit [F]

FEAT 20

cursebound oracle spellshape 

The power of your mystery enables you access to myriad magic.

If your next action is to Cast a Spell of 5th rank or lower that has no duration, you do not expend a spell slot.

Player Core 2, page 143.

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