Feats: M (Part 1 of 6)

60 feats, from Macabre Virtuoso to Maneuvering Spell.

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Part: 1 2 3 4 5 6

Macabre Virtuoso · Maefalei Armiger Dedication · Maefalei Dedication · Maefalei Order Cross-training · Maefalei Signifer Dedication · Mage Hunter · Mage Hunter · Magic Ammunition · Magic Arrow · Magic Finder · Magic Hands · Magic Hands · Magic Hide · Magic Rider · Magic Rider · Magic Sense · Magic Sense · Magic Sense · Magic Sense · Magic Sense · Magic Sense · Magic Sense · Magic Warrior Aspect · Magic Warrior Dedication · Magic Warrior Transformation · Magical Adaptation · Magical Adept · Magical Crafting · Magical Crafting · Magical Edification · Magical Knowledge · Magical Master · Magical Resistance · Magical Scholastics · Magical Scholastics · Magical Scrounger · Magical Shorthand · Magical Shorthand · Magical Trickster · Magical Understudy · Magnetic Field · Magnetic Pinions · Magpie Snatch · Magus Dedication · Magus's Analysis · Maiden's Mending · Major Lesson · Major Lesson · Make ’Em Sweat · Maker Of Miracles · Maker of Miracles · Maker of Miracles · Makeshift Strike · Makeshift Strike · Makhaesair Bond · Malicious Bane · Malleable Form · Malleable Mental Forge · Malleable Movement · Maneuvering Spell

Macabre Virtuoso

FEAT 6

uncommon archetype 

Prerequisites Reanimator Dedication; expert in Arcana, Occultism, or Religion

Any necromancer can create zombies and skeletons, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the create undead rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites.

When acting as primary caster, you can perform all create undead rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check.

Special You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures.

Book of the Dead, page 34.

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Maefalei Armiger Dedication

FEAT 2

uncommon archetype dedication 

Access You are from Old Grezukhi.

Prerequisites member of a Maefalei order, trained in heavy armor as well as your order's favored weapon

Your Maefalei training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma.

You gain resistance to mental damage equal to 1 + your number of class feats from the Maefalei Armiger archetype and other Maefalei archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.

Special You can't select another dedication feat except dedication feats for higher positions within the Moribaetond until you have gained two other feats from the Maefalei armiger archetype.

This feat leads to: Ardent Armiger, Armiger's Mobility, Diabolic Certitude, Mortification, Advanced Order Training, Maefalei Dedication, Blade Of Law, Hell's Armaments, Maefalei Order Cross-training, Sense Chaos, Maefalei Signifer Dedication, Gaze Of Veracity, Masked Casting, Signifer Armor Expertise, Signifer's Sight, and Order Training.

LOWG, page 107.

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Maefalei Dedication

FEAT 6

uncommon archetype dedication 

Prerequisites Maefalei Armiger Dedication, lawful alignment, member of a Maefalei order, passed the Maefalei Test

You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Maefalei plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Maefalei plate.

Special You cannot select another dedication feat until you have gained two other feats from the Maefalei or Maefalei armiger archetypes.

This feat leads to: Advanced Order Training, Blade Of Law, Hell's Armaments, Maefalei Order Cross-training, and Sense Chaos.

LOCG, page 84.

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Maefalei Order Cross-training

FEAT 12

uncommon archetype maefalei 

Prerequisites Maefalei Armiger Dedication; Maefalei Dedication or Maefalei Signifer Dedication

You gain the lesser order benefit of a Maefalei order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training.

Special You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order.

LOCG, page 81.

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Maefalei Signifer Dedication

FEAT 6

uncommon archetype dedication 

Prerequisites spellcasting class feature, Maefalei Armiger Dedication, lawful alignment, member of a Maefalei order, passed the Maefalei Test

You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to Deception checks to Lie, Intimidation checks, and Deception DCs against Sense Motive. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation) as well as in your choice of Arcana, Nature, Occultism, or Religion.

Special You cannot select another dedication feat until you have gained two other feats from the Maefalei signifer or Maefalei armiger archetypes.

This feat leads to: Advanced Order Training, Gaze Of Veracity, Maefalei Order Cross-training, Masked Casting, Signifer Armor Expertise, and Signifer's Sight.

LOCG, page 85.

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Mage Hunter [R]

FEAT 6

barbarian rage 

Prerequisites superstition instinct

Trigger A creature within your reach Casts a Spell.

You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy's spell. Make a melee Strike against the triggering creature. If the attack is a critical hit, you disrupt the spell.

Advanced Player’s Guide, page 109.

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Mage Hunter [>>]

FEAT 6

barbarian rage 

Prerequisites superstition instinct

Requirements You’ve seen the target Cast a Spell.

You use your hatred of magic to lash out at a known spellcaster. Make a melee Strike against the required creature. If you hit and deal damage, the target is stupefied 1, or stupefied 2 on a critical hit, until the beginning of your next turn.

Player Core 2, page 79.

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Magic Ammunition

FEAT 8

archetype magical 

Prerequisites Eldritch Archer Dedication

You imbue your ammunition with raw and potent magic, transforming it to suit your needs in any situation. When you select this feat, choose three types of common magical you to choose from other types of magical ammunition of an appropriate level, such as uncommon ammunition, or ammunition from other books. You gain the Transform Ammunition action.

Transform Ammunition [free-action] (magical) Frequency once per round; Effect You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. You can choose a type of magical ammunition that is typically not available to the type of ammunition you’re using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.

Special You can select this feat multiple times. Each time you do, select three additional types of magical ammunition as described above.

Player Core 2, page 199.

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Magic Arrow [F]

FEAT 8

archetype magical transmutation 

Prerequisites Eldritch Archer Dedication

Frequency once per round

You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books.

When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.

Special You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above.

Advanced Player’s Guide, page 173.

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Magic Finder

FEAT 8

archetype 

Prerequisites Tokaikral Dedication

You've learned a few tricks to ensure you find every last magic item and interesting magical effect during your missions. You can cast detect magic and read aura as innate spells at will. You can also cast locate as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.

When you cast detect magic or read aura from this feat on an item or creature under the effect of a magic aura spell or interact with an item under the effect of an item facade spell, you gain a +2 circumstance bonus on your check to disbelieve the illusion.

LOPSG, page 45.

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Magic Hands

FEAT 6

cleric 

Prerequisites Healing Hands

The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.

Advanced Player’s Guide, page 122.

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Magic Hands

FEAT 6

cleric 

Prerequisites Healing Hands

The blessing of your deity heightens your healing ability, integrating magical healing with the mundane. When you succeed at a Medicine check to Treat Wounds, you can roll d10s instead of d8s for the healing and add a status bonus to the healing equal to your level.

Player Core 1, page 117.

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Magic Hide

FEAT 2

ranger 

Prerequisites an animal companion, warden spells

You can defend your companion in battle. You gain the magic hide warden spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 132.

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Magic Rider

FEAT 17

elf 

Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.

Advanced Player’s Guide, page 43.

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Magic Rider

FEAT 17

elf 

Your people used powerful magic to travel between distant worlds in the distant past, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a teleport spell, you and the other targets arrive no farther than single gate mile off target, regardless of distance traveled.

Player Core 1.

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Magic Sense

FEAT 12

detection divination divine oracle 

You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Advanced Player’s Guide, page 80.

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Magic Sense

FEAT 12

detection divination sorcerer 

You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).

Core Rulebook, page 201.

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Magic Sense

FEAT 12

arcane detection divination wizard 

You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Core Rulebook, page 212.

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Magic Sense

FEAT 12

arcane detection wizard 

You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seeking, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Player Core 1, page 204.

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Magic Sense

FEAT 12

detection divine oracle 

You have a literal sixth sense for ambient magic in your vicinity.

You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seeking, you gain the benefits of a 3rd-rank detect magic spell on things you observe (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Player Core 2, page 142.

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Magic Sense

FEAT 12

detection sorcerer 

You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seeking, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Special This feat has the trait corresponding to the tradition of your bloodline.

Player Core 2, page 156.

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Magic Sense

FEAT 12

arcane detection divination magus 

You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Secrets of Magic, page 48.

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Magic Warrior Aspect

FEAT 4

archetype 

Prerequisites Magic Warrior Dedication

You can alter your form to gain an aspect of the animal your mask represents. You gain the magic warrior aspect focus spell.

LOWG, page 95.

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Magic Warrior Dedication

FEAT 2

uncommon archetype dedication 

Access You are from the Falalugreid Expanse.

Prerequisites ability to cast focus spells

You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of Arcana or Nature and in Magic Warrior Lore; if you were already trained in the skill, you become an expert instead.

You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the animal form spell. You gain a +1 circumstance bonus to saves against divination effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition.

Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype.

Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions).

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

This feat leads to: Magic Warrior Aspect, Magic Warrior Transformation, and Nameless Anonymity.

LOWG, page 95.

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Magic Warrior Transformation

FEAT 4

archetype 

Prerequisites Magic Warrior Dedication

You can transform fully into the animal your mask represents.

You gain the magic warrior transformation focus spell.

LOWG, page 95.

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Magical Adaptation

FEAT 10

archetype 

Prerequisites Horizon Walker Dedication

When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast darkvision, spider climb, and 4th-level water breathing as innate primal spells, each once per day.

Advanced Player’s Guide, page 177.

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Magical Adept

FEAT 8

evolution summoner 

Prerequisites Magical Understudy

Your eidolon gains more magic. Choose one 2nd-level spell and one 1st-level spell of your eidolon's tradition.

Your eidolon can cast them each once per day as innate spells. At every even level after you take this feat, your eidolon can swap one of these innate spells for a new innate spell that's 2 or more levels lower than your highest-level spell slot.

This feat leads to: Magical Master.

Secrets of Magic, page 71.

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Magical Crafting

FEAT 2

general skill 

Prerequisites expert in Crafting

You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

Core Rulebook, page 263.

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Magical Crafting

FEAT 2

general skill 

Prerequisites expert in Crafting

You can Craft magic uncommon weapons, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic uncommon weapons of 2nd level or lower.

Player Core 1.

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Magical Edification

FEAT 4

archetype 

Prerequisites Loremaster Dedication

You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain guidance, message, and sigil as innate occult cantrips.

This feat leads to: Greater Magical Edification.

Advanced Player’s Guide, page 179.

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Magical Knowledge

FEAT 8

archetype 

Prerequisites Thaumaturge Dedication, trained in one of Arcana, Nature, Occultism, or Religion and expert in another

Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose.

Dark Archive, page 49.

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Magical Master

FEAT 18

evolution summoner 

Prerequisites Magical Adept

Your eidolon gains a bevy of lower-level spells. Choose an innate spell of your eidolon's tradition of each of the spell levels from 1 to 7 in which your eidolon doesn't currently have an innate spell from Magical Adept. Your eidolon can cast each once per day as innate spells. You can swap these spells at every even level, but your eidolon can never know more than one spell of each spell level 1 through 7.

Secrets of Magic, page 73.

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Magical Resistance

FEAT 5

automaton 

Your animating magic provides some defense. Choose one of the following energy damage types: cold, electricity, or sonic.

You gain resistance 5 to that damage type.

Enhancement You tap deeper into your animating magic, and your resistances improve. Choose one of the following benefits: you gain resistance 5 to the remaining two damage types from the above list, or your chosen resistance increases to a value equal to 1 + half your level.

Guns & Gears, page 41.

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Magical Scholastics

FEAT 4

archetype 

Prerequisites Archaeologist Dedication

While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain detect magic, guidance, and read aura as occult innate cantrips.

This feat leads to: Greater Magical Scholastics.

Advanced Player’s Guide, page 156.

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Magical Scholastics

FEAT 4

archetype 

Prerequisites Archaeologist Dedication

While study is key to your success, a bit of magic can be a helpful aid in discovering the secrets of the past. You can cast detect magic, guidance, and read aura as occult innate cantrips.

Player Core 2, page 184.

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Magical Scrounger

FEAT 6

archetype 

Prerequisites Scrounger Dedication, Magical Crafting (Player Core 258)

You can craft a temporary wondrous item using the magic scrounged from all around. Once per day, you can Cobble Together a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal.

You can’t Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it’s affixed or donned destroys it.

Player Core 2, page 214.

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Magical Shorthand

FEAT 2

general skill 

Prerequisites expert in Arcana, Nature, Occultism, or Religion

Learning spells comes easily to you. If you're an expert in a tradition's associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you're a master in the tradition's associated skill, learning a spell takes 5 minutes per spell level, and if you're legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition's associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.

Core Rulebook, page 264.

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Magical Shorthand

FEAT 2

general skill 

Prerequisites expert in Arcana, Nature, Occultism, or Religion

Learning single spell comes easily to you. When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell's rank. If you would succeed on the check, you critically succeed instead. If you fail, you can try again after a week or after you gain a level, whichever is first.

You can use downtime to learn and inscribe new single spell. This works as if you were using Earn Income with the tradition's associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.

Player Core 1.

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Magical Trickster

FEAT 4

rogue 

Whether you're using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes' defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe's AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.

Core Rulebook, page 185.

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Magical Understudy

FEAT 2

evolution summoner 

Your eidolon evolves to cast spells. It gains the Cast a Spell activity and learns two cantrips of its tradition, which it can cast as innate spells.

This feat leads to: Magical Adept, Magical Master, and Share Eidolon Magic.

Secrets of Magic, page 68.

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Magnetic Field [>]

FEAT 4

impulse kineticist metal primal stance 

A magnetic field surrounds you. Choose a polarity when you take this action. You can switch the polarity as a free action at the start of each of your turns while you remain in this stance.

Attract A creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as difficult terrain when moving away from you. You pull unattended metal objects of light Bulk or less in your kinetic aura to you. They gather in your space and move with you.

Repel A creature that is wearing metal armor, has the metal trait, or is made of metal treats squares in your kinetic aura as difficult terrain when moving closer to you. You push unattended metal objects of light Bulk or less in your kinetic aura away. They stop moving once they're outside your aura.

Rage of Elements, page 30.

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Magnetic Pinions [>>>]

FEAT 1

impulse kineticist metal overflow primal 

Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal 1d4 bludgeoning damage and 1d4 piercing damage on a hit (or double damage on a critical hit).

Level (+2) Each type of damage increases by 1d4.

Rage of Elements, page 30.

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Magpie Snatch [>>]

FEAT 5

tengu 

You move quickly, snatching a shiny item that catches your eye. Stride twice, and you can Interact to grab an unattended object at any point during your movement.

LOAG, page 59.

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Magus Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Strength or Dexterity 14, Intelligence 14

You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.

You become trained in simple weapons.

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

This feat leads to: Basic Magus Spellcasting, Expert Magus Spellcasting, Master Magus Spellcasting, Basic Martial Magic, Advanced Martial Magic, Hybrid Study Spell, and Spellstriker.

Secrets of Magic, page 75.

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Magus's Analysis [>]

FEAT 1

magus 

Prerequisites Spellstrike

You make an assessment informed by your knowledge of how a creature fights. Attempt a check to Recall Knowledge about a creature. You gain a +1 circumstance bonus to your check if you previously hit the creature with a Strike this turn. If your check is successful, recharge your Spellstrike. The subject of your check is temporarily immune to Magus's Analysis for 1 day.

Secrets of Magic, page 42.

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Maiden's Mending [R]

FEAT 1

changeling 

Frequency once per minute

Trigger You cast a non-cantrip occult spell or an innate spell from a changeling ancestry feat.

You can tap into some of the magic that flows through your blood to give you new life. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.

LOAG, page 23.

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Major Lesson

FEAT 10

witch 

Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

Special You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time.

Advanced Player’s Guide, page 103.

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Major Lesson

FEAT 10

witch 

Your patron grants you even Greater secrets. Choose a major, Greater, or basic lesson from the list on page 185. You gain its associated hex, and your familiar learns the associated spell.

Special You can select this feat a second time if you’re 14th level or higher, and a third time if you’re 18th level or higher.

Choose a different lesson each time.

Player Core 1, page 189.

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Make ’Em Sweat

FEAT 12

investigator 

Prerequisites interrogation methodology

Your line of questioning lets a suspect know you can see right through them, shaking them to the core. When you succeed at using Pointed Question, the target is also frightened 1 (or frightened 2 on a critical success). This added effect is an emotion and fear effect, but the other effects of Pointed Question still apply even if the target is immune to fear.

Player Core 2, page 111.

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Maker Of Miracles

FEAT 20

cleric 

Prerequisites miraculous spell

You are a conduit for truly deific power. You gain an additional 10th-level spell slot.

Core Rulebook, page 127.

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Maker of Miracles

FEAT 20

cleric 

Prerequisites miraculous spell

You are a conduit for truly deific power. You gain an additional 10th-rank spell slot.

Player Core 1, page 121.

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Maker of Miracles

FEAT 20

druid 

Prerequisites miraculous spell

You are a conduit for truly deific power. You gain an additional 10th-rank spell slot.

Player Core 1, page 134.

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Makeshift Strike [>]

FEAT 8

archetype 

Prerequisites Weapon Improviser Dedication

You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You Interact to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either Strike or make an Improvised Pummel with the improvised weapon.

Advanced Player’s Guide, page 199.

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Makeshift Strike [>]

FEAT 8

archetype 

Prerequisites Weapon Improviser Dedication

You quickly snatch up whatever is nearby and then attack with it as an improvised weapon. You Interact to pick up an unattended object in reach you could use as an improvised weapon, then Strike with that improvised weapon.

Player Core 2, page 221.

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Makhaesair Bond

FEAT 1

uncommon human 

Access Taethaizais ethnicity

You grew up among the Taethaizais tribes, with the spirits watching over you, and they offer you guidance. You gain the trained proficiency rank in the skill listed for your makhaesair (or another skill of your choice, if you're already trained in that skill). You gain the Assurance skill feat in that skill, as the spirits' help guides your actions.

Lyrune-Makhaesair: Religion

Shadde-Makhaesair: Athletics

Shriikirri-Makhaesair: Nature

Shundar-Makhaesair: Diplomacy

Sklar-Makhaesair: Intimidation

Tamiir-Makhaesair: Acrobatics

Thaishiamiad-Makhaesair: Medicine

LOCG, page 12.

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Malicious Bane

FEAT 5

tiefling 

Whether your heart is pure or corrupt, you can call forth a malediction upon your foes. You can cast bane once per day as a 1st-level divine innate spell.

Advanced Player’s Guide, page 40.

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Malleable Form [>]

FEAT 13

reflection transmutation 

Prerequisites ability to cast at least one polymorph spell

Requirements You're polymorphed by a spell that has multiple choices of battle form.

You adroitly shift your form, taking on another appearance. Choose a different battle form of the polymorph spell affecting you, and change to that form instead of the current one. This destabilizes the spell's magic, reducing its duration by 1 round.

Use the level of the spell to determine the statistics, as normal.

Dark Archive, page 121.

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Malleable Mental Forge

FEAT 8

archetype 

Prerequisites Mental Forge

You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list.

Dark Archive, page 205.

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Malleable Movement [F]

FEAT 2

archetype skill 

Prerequisites Mind Smith Dedication, expert in Athletics

Trigger You Leap.

You shift the shape of your weapon to help you Leap farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to Leap. As normal, this can't increase the distance of your Leap beyond your Speed.

Dark Archive, page 205.

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Maneuvering Spell [F]

FEAT 12

archetype 

Prerequisites Sixth Pillar Dedication

Trigger You begin to Cast a Spell that requires at least 2 actions to cast.

You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You Step, Leap, or Stand. This action can be before or after you Cast the Spell.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 77.

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