Feats: S (Part 11 of 14)

60 feats, from Steady Spellcasting to Strain Mind.

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Steady Spellcasting · Steady Spellcasting · Steady Spellcasting · Steadying Stone · Steal Essence · Steal Spell · Steal The Sky · Steal the Sky · Steal Time · Steal Vitality · Stealthy Companion · Stealthy Companion · Steam Knight · Steam Spell · Steed Form · Steel Skin · Steel Skin · Steel Your Resolve · Steel Yourself! · Steel Yourself! · Stella's Stab And Snag · Step Lively · Step Lively · Stepping Stones · Sterling Dynamo Dedication · Sticky Bomb · Sticky Bomb · Sticky Poison · Sticky Poison · Stitch Flesh · Stitched Familiar · Stoked Flame Stance · Stone Blood · Stone Bones · Stone Bones · Stone Communion · Stone Face · Stone Face · Stone Form · Stonecunning · Stonegate · Stonegate · Stonemason's Eye · Stonewalker · Stonewalker · Stonewall · Storm Born · Storm Born · Storm Form · Storm Retribution · Storm Retribution · Storm Shroud · Storm Spiral · Storm's Lash · Storming Breath · Stormsoul · Stormy Heart · Story Crooner · Storyteller's Mask · Strain Mind

Steady Spellcasting

FEAT 6

oracle 

Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If another creature’s 15 flat check. If you succeed, your action isn’t disrupted.

Player Core 2, page 140.

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Steady Spellcasting

FEAT 6

sorcerer 

You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt

Player Core 2, page 154.

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Steady Spellcasting

FEAT 4

magus 

Confident in your technique, you don't easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.

Secrets of Magic, page 45.

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Steadying Stone

FEAT 1

druid 

Prerequisites stone order

The earth has taught you how to remain unyielding and firm. If you roll a success on an Acrobatics check made to Balance on uneven ground composed of earth or rock, you get a critical success instead. As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that would attempt to knock you prone. If you're a rock dwarf, this bonus increases to +3.

Secrets of Magic, page 198.

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Steal Essence [>>]

FEAT 20

uncommon rogue 

Prerequisites legendary in Thievery or master in Arcana,

Requirements A magic item is within your reach.

Being in the presence of the aeon orbs as they deteriorated has taught you how to siphon energy, and you do so with the required magic item. The DC to steal the properties of a magic item is equal to the DC for the item's level or the normal DC to Steal the item, whichever is higher. The targeted item then becomes temporarily immune for 24 hours. If the object was on a creature, that creature is also temporarily immune (which prevents you from attempting to Steal the Essence of another object on it)

If you successfully steal the properties of an item, it loses its magical properties for 24 hours and you can move those properties to a non-magical object of the same general kind (such as moving a hat's properties to another piece of headgear or moving a weapon's properties to another weapon) for the same length of time. If the moved properties are counteracted, they return immediately to the original item. You automatically fail to Steal the Essence of an artifact, cursed item, or similar item.

Extinction Curse #6: The Apocalypse Prophet, page 73.

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Steal Spell

FEAT 16

magical rogue 

Prerequisites Legendary Thief, Loaner Spell

When you use Legendary Thief to steal the impossible, you can steal a prepared spell or spontaneous spell from a foe.

The spell is randomly selected from the highest-level spells the foe knows that have a target or area, to a maximum of 8th-level spells; the target loses the appropriate spell slot as if they had cast it themself. You can Cast the Spell once within the next 1d4 rounds, after which the fleeting magic fades; this otherwise works the same as casting a Loaner Spell.

Advanced Player’s Guide, page 137.

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Steal The Sky

FEAT 10

archetype 

Prerequisites Faloleis Heavenseeker Dedication

You can take away the air that keeps a flying foe aloft. You gain the steal the sky ki spell. Increase the number of Focus Points in your focus pool by 1.

AoE2, page 79.

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Steal the Sky

FEAT 10

archetype 

Prerequisites Faloleis Heavenseeker Dedication

You can take away the air that keeps a flying foe aloft. You gain the steal the sky ki spell. Increase the number of Focus Points in your focus pool by 1.

LOIL, page 225.

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Steal Time [>>]

FEAT 10

archetype 

Prerequisites Chronoskimmer Dedication

Frequency once per hour

You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a Fortitude saving throw against your chronoskimmer DC. The creature takes the effects of slow based on the result of its saving throw.

Dark Archive, page 186.

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Steal Vitality

FEAT 8

archetype 

Prerequisites Spell Trickster Dedication, ability to cast vampiric touch

When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.

LOTGB, page 125.

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Stealthy Companion

FEAT 14

ranger 

Prerequisites Camouflage, Animal Companion

You've trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).

Core Rulebook, page 176.

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Stealthy Companion

FEAT 14

ranger 

Prerequisites Animal Companion, Camouflage

You’ve trained your Animal Companion to blend in to its surroundings. Your Animal Companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).

Player Core 1, page 162.

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Steam Knight [>]

FEAT 6

composite fire impulse kineticist primal stance water 

You shape your kinetic aura into swirling armor of steam that scalds your enemies and propels you on super-heated jet streams. A creature can take damage from Steam Knight only once per round. Your steam armor has the following effects.

Level (+5) The fire damage from a jump or blast of steam increases by 1d6.

Rage of Elements, page 37.

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Steam Spell [>]

FEAT 5

concentrate metamagic undine 

You transform your fire spells into steam, making them more effective underwater. If your next action is to Cast a Spell with the fire trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause persistent fire damage, nor do they add other effects that would apply to fire but not steam (at the GM's discretion).

LOAG, page 120.

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Steed Form

FEAT 2

evolution summoner 

Your eidolon changes to make it particularly effective as your mount. While you ride it, you get your full number of actions each round instead of reducing them to 2. This applies only when you ride your eidolon, not when anyone else does (see the Riding Sapient Creatures sidebar on page 71). Your eidolon still must be at least one size category larger than you to ride it. Since you work together to move, your eidolon's move actions while you're mounted gain the tandem trait.

Secrets of Magic, page 68.

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Steel Skin

FEAT 4

archetype skill 

Prerequisites trained in Survival, Sentinel Dedication

You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor.

Advanced Player’s Guide, page 191.

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Steel Skin

FEAT 4

archetype skill 

Prerequisites Sentinel Dedication, trained in Survival

You wear your armor like a second skin, taking comfort in the protection it offers. You don’t become fatigued if you sleep while wearing armor.

Player Core 2, page 215.

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Steel Your Resolve [>]

FEAT 3

general 

Cost 1 Resolve Point

Regain Stamina Points equal to half your maximum.

Gamemastery Guide, page 201.

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Steel Yourself! [>]

FEAT 4

archetype auditory emotion mental 

Prerequisites Marshal Dedication

You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.

Advanced Player’s Guide, page 180.

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Steel Yourself! [>]

FEAT 4

archetype auditory emotion mental 

Prerequisites Marshal Dedication

You encourage an ally to toughen up, giving them a fighting chance. Choose one ally in your marshal’s aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.

Player Core 2, page 205.

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Stella's Stab And Snag [>>]

FEAT 6

uncommon rogue swashbuckler 

Prerequisites expert in Thievery

Requirements You are wielding a piercing or slashing melee weapon.

You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. Stride up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can Strike an opponent within reach. If this Strike is successful, you can attempt a Thievery check to Steal from the target.

LOPSG, page 119.

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Step Lively [R]

FEAT 5

halfling 

Trigger A Large or larger enemy ends a move action adjacent to you.

You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy.

This feat leads to: Dance Underfoot and Toppling Dance.

Advanced Player’s Guide, page 46.

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Step Lively [R]

FEAT 5

halfling 

Trigger A Large or larger enemy ends a move action adjacent to you.

You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy.

Player Core 1.

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Stepping Stones [>>]

FEAT 1

earth impulse kineticist manipulate primal 

Disks of rock fly to points that you designate to make a new path. You can set them horizontally to make a path across the ground or atop a liquid, or anchor them into a vertical surface to make steps. The path can be up to 20 feet (4 squares) long, and steps can extend up to 10 feet up the side of the surface. All squares must be contiguous and within 60 feet of you. Moving across the path lets a creature ignore difficult terrain and hazardous terrain from the ground beneath it. The disks last until the end of your next turn, but you can Sustain the impulse.

Level (+2) Increase the length of the path by 10 feet or the height of the steps by 5 feet, and increase the maximum distance away from you a square can be by 10 feet.

Rage of Elements, page 26.

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Sterling Dynamo Dedication

FEAT 2

uncommon archetype dedication 

You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects.

Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves)

You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals 1d6 bludgeoning damage and has the shove trait, or a percussive striker dynamo, which deals 1d4 bludgeoning damage and has the agile and finesse traits.

Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks.

However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a 1d8 for a power drive dynamo or 1d6 for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes.

Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities.

You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding.

However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time.

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

This feat leads to: Golem Dynamo, Modular Dynamo, Piston Punch, Soaring Dynamo, and Voltaic Smash.

Guns & Gears, page 52.

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Sticky Bomb [F]

FEAT 8

additive 2 alchemist 

Frequency once per round

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

You mix in an additive to make your bomb's contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb's splash damage. If the bomb already deals persistent damage, combine the two amounts.

Core Rulebook, page 79.

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Sticky Bomb

FEAT 8

additive alchemist 

You can mix in a sticky additive to an alchemical bomb to make its contents adhere and continue to deal damage. A creature hit by a sticky bomb also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts.

Player Core 2, page 67.

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Sticky Poison

FEAT 6

alchemist 

A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.

Advanced Player’s Guide, page 107.

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Sticky Poison

FEAT 6

alchemist 

A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned Weapon would expend its poison without your target attempting an Initial save (due to resistance or your Strike being a critical Failure, Weapon remains poisoned. If your Strike with a poisoned your Weapon remains poisoned until the end of your next turn.

Player Core 2, page 66.

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Stitch Flesh

FEAT 1

general skill 

Prerequisites trained in Medicine

You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of Grobreil or the wounds were caused by powerful positive energy.

Book of the Dead, page 45.

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Stitched Familiar

FEAT 8

witch 

Prerequisites arcane or primal patron

Your familiar can shed its material form, becoming a mass of animated magic. Your familiar gains the Stitching Strike activity.

Stitching Strike [two-skill action] Frequency once per 10 minutes; Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, the target is also immobilized for single gate round or until it Escapes original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.

Player Core 1, page 189.

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Stoked Flame Stance [>]

FEAT 1

evocation fire monk stance 

Requirements You're unarmored.

You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal 1d8 slashing damage. They are in the brawling group and have the forceful, nonlethal, sweep, and unarmed traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical Strike dealt damage, the target takes 1d6 persistent fire damage.

While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd.

Special This feat gains your choice of either the divine or occult trait, matching your ki spell tradition if possible.

This feat leads to: Blazing Streak and Inner Fire.

Secrets of Magic, page 202.

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Stone Blood

FEAT 6

archetype 

Prerequisites Ka Stone Ritual

You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop persistent bleed damage you have from 15 to 10, and you can use a single action that has the concentrate trait to gain an early flat check without physically binding the wounds.

You recover naturally from the drained condition twice as quickly as normal.

LOWG, page 59.

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Stone Bones [R]

FEAT 9

dwarf 

Trigger You are struck by a critical hit that deals physical damage.

Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.

Advanced Player’s Guide, page 42.

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Stone Bones [R]

FEAT 9

dwarf 

Trigger You are struck by a critical hit that deals physical damage.

Your intractable Nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.

Player Core 1.

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Stone Communion

FEAT 14

archetype 

Prerequisites Ka Stone Ritual

You gain a unique communion with the earth and stones. You learn the Terran language and you can Activate your ka stone with a 10-minute activation (envision) to cast stone tell.

LOWG, page 59.

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Stone Face

FEAT 1

hobgoblin 

Through conditioning or experience, you've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the fear trait, and a +2 circumstance bonus to your Will DC against Intimidate skill actions, such as Demoralize.

LOAG, page 35.

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Stone Face

FEAT 1

hobgoblin 

You've mastered the art of composure, even in the face of fear. You gain a +single gate circumstance bonus to saves against effects with the fear trait and a +2 circumstance bonus to your Will DC against Intimidation skill skill action, such as Demoralize.

Player Core 2.

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Stone Form

FEAT 17

oread 

You can transform your body into a pure primal manifestation of earth, an elemental. Once per day, you can cast elemental form as a 7th-level primal innate spell, but you can only choose the earth elemental form.

LOAG, page 108.

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Stonecunning

FEAT 1

dwarf 

You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.

If you aren't using the Seek action or Searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty.

Core Rulebook, page 36.

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Stonegate

FEAT 17

uncommon dwarf 

Prerequisites Stonewalker

Earthen barriers no longer impede your progress. You gain passwall as a 7th-level divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone.

Advanced Player’s Guide, page 42.

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Stonegate

FEAT 17

uncommon dwarf 

Prerequisites Stonewalker

Earthen barriers no longer impede your progress. You gain magic passage as a 7th-rank divine innate spell that you can Cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone.

Player Core 1.

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Stonemason's Eye

FEAT 1

dwarf 

You understand the intricacies of stonework. You become trained in Crafting. If you're already trained in Crafting, you instead gain the Specialty Crafting skill feat for stonemasonry.

You also gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.

If you aren't using the Seek action or Searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain your normal circumstance bonus.

Player Core 1.

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Stonewalker

FEAT 9

dwarf 

You have a deep reverence for and connection to stone. You gain meld into stone as a 3rd-level divine innate spell that you can cast once per day.

If you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonecunning and legendary proficiency in Perception, when you're not Seeking and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don't take the –2 circumstance penalty.

This feat leads to: Stonegate.

Core Rulebook, page 37.

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Stonewalker

FEAT 9

dwarf 

You have a deep reverence for and connection to stone. You can Cast one with stone as a 3rd-rank divine innate spell once per day.

If you have the Stonemason's Eye feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonemason's Eye and legendary proficiency in Perception, when the GM rolls a secret check for you to notice unusual stonework, you keep your bonus from Stonemason's Eye.

Player Core 1.

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Stonewall [R]

FEAT 17

dwarf earth polymorph 

Trigger An enemy or hazard's effect hits you or you fail a Fortitude save against one.

The strength of stone overcomes you so strongly that it replaces your stout body. You become petrified until the end of the current turn. You don't take any damage from the triggering effect or any other ill effects that couldn't affect stone.

Player Core 1.

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Storm Born

FEAT 1

druid 

Prerequisites Storm order

You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don't require a flat check to succeed against a target concealed by weather (such as fog).

Core Rulebook, page 134.

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Storm Born

FEAT 1

druid 

Prerequisites Storm order

You are at home out in the elements, reveling in the power of Nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted single spell don't require a flat check to succeed against a target concealed by weather (such as fog).

Player Core 1, page 128.

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Storm Form

FEAT 17

sylph 

You can transform into an elemental. Once per day, you can cast elemental form as a 7th-level primal innate spell, but you can only choose the air elemental form.

LOAG, page 116.

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Storm Retribution [R]

FEAT 6

druid 

Prerequisites Storm order, tempest surge order spell

Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.

Requirements You have at least 1 available Focus Point.

You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.

Core Rulebook, page 136.

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Storm Retribution [R]

FEAT 6

druid 

Prerequisites Storm order

Trigger An enemy within 30 feet hits you with a melee attack

You lash out with wind and weather. The triggering enemy must attempt a Fortitude save against your spell DC. On a Failure, it takes a -2 status penalty to attack rolls until the end of its turn.

Player Core 1, page 131.

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Storm Shroud [>>]

FEAT 8

archetype concentrate conjuration divine 

Prerequisites Mummy Dedication

Frequency once per hour

You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create—typically earth for sand and water for rain, snow, or clouds. You become concealed for 1 minute. You can't use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious.

Book of the Dead, page 52.

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Storm Spiral [>>>]

FEAT 8

air electricity impulse kineticist overflow primal sonic 

Dark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thunderclap fills the air. The storm appears in a 20-foot burst within 60 feet. Each creature in the area takes 3d12 electricity damage and 1d10 sonic damage, with a basic Reflex save against your class DC. A creature that fails its save is deafened until the end of its next turn (or for 1 minute on a critical failure). A creature wearing metal armor or made of metal takes a –1 circumstance penalty to its save.

Level (+3) The electricity damage increases by 1d12.

Rage of Elements, page 25.

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Storm's Lash

FEAT 1

tengu 

Wind and lightning have always been close friends to you. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

This feat leads to: Hurricane Swing.

Advanced Player’s Guide, page 26.

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Storming Breath [>>]

FEAT 6

rare deviant evocation magical 

You spit out a freezing breath or sonic scream. You deal 4d6 damage, plus 1d6 damage for every level you have beyond 6th, to all creatures in a 30-foot cone, with a basic Reflex save.

Awakening Your blast powerfully batters your foes. A creature that critically fails its save is knocked prone.

Awakening The kickback of your blast helps you make a speedy escape. When you use this ability, you Fly backward 15 feet in a straight line directly opposite your blast. This movement doesn't trigger reactions based on movement.

Dark Archive, page 78.

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Stormsoul

FEAT 1

lineage sylph 

Your elemental ancestor's influence manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning. You gain resistance to electricity equal to half your level (minimum 1).

LOAG, page 115.

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Stormy Heart

FEAT 17

changeling 

Prerequisites Invoke the Elements

The elemental power in your blood is a raging storm. You can Invoke the Elements with a frequency of once per 10 minutes, rather than once per day.

LOAG, page 24.

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Story Crooner

FEAT 1

strix 

You're a talented story weaver and use your voice effectively. You are trained in Performance. If you would automatically become trained in Performance, you instead become trained in a skill of your choice. You also gain the Impressive Performance skill feat and gain a +1 circumstance bonus when Performing for an audience of strix.

LOAG, page 137.

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Storyteller's Mask

FEAT 20

rare archetype druid wizard 

Prerequisites Druid Dedication or Wizard Dedication

Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast foresight once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour.

Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.

Strength of Thousands #6: Shadows of the Ancients, page 78.

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Strain Mind [F]

FEAT 6

psychic 

Frequency once per hour

Trigger You cast a psi cantrip.

Requirements You have 0 Focus Points.

You strain your body beyond its limits to use an amp even when your mental power is depleted. You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell level of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain.

Dark Archive, page 26.

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