60 feats, from Strand Strider to Sugroumoriand Detective Dedication.
Part: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Strand Strider · Strange Script · Strangle · Strangle · Strategic Assessment · Strategic Assessment · Strategic Bypass · Strategic Bypass · Streetwise · Streetwise · Strident Command · Striker's Scroll · Striking Retribution · Strix Defender · Strix Lore · Strix Vengeance · Strong Arm · Strong Arm · Strong Swimmer · Stronger Debilitating Venom · Stubborn Persistence · Student of Perfection Dedication · Student Of The Canon · Student of the Canon · Student Of The Dueling Arts · Student Of The Dueling Arts · Student Of The Staff · Studious Adept · Studious Capacity · Studious Capacity · Studious Magic · Stumbling Feint · Stumbling Feint · Stumbling Finisher · Stumbling Stance · Stumbling Stance · Stunning Appearance · Stunning Appearance · Stunning Blows · Stunning Finisher · Stunning Finisher · Stunning Fist · Subjective Truth · Subjective Truth · Submission Hold · Submission Hold · Subtle Delivery · Subtle Shank · Subtle Theft · Subtle Theft · Sudden Charge · Sudden Charge · Sudden Charge · Sudden Charge · Sudden Leap · Sudden Leap · Sudden Leap · Sudden Leap · Sudden Mindfulness · Sugroumoriand Detective Dedication
Strand Strider
FEAT 9
Your eight legs serve you well when climbing walls and webs alike. You gain a climb speed of 25 feet in your spider shape.
LOME, page 106.
Strange Script
FEAT 4
Prerequisites Eldritch Researcher Dedication
You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it.
FEAT 8
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You twist and squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like Casting a Spell with somatic and verbal components, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being grabbed.
LOTGB, page 127.
FEAT 8
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice, and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can’t vocalize above a hoarse whisper, and it must succeed at an action requiring speech that is also a manipulate action, like Casting a Spell with the concentrate and manipulate trait,
Player Core 2, page 223.
Strategic Assessment
FEAT 4
You learn your foes' strengths and weaknesses by watching them move. When you critically hit a creature with a Strike on which you substituted your attack roll due to Devising a Stratagem, the GM chooses one of the following pieces of information about the enemy to tell you.
The GM can choose deliberately or at random, but they can't choose information that doesn't apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you critically hit a given creature.
Advanced Player’s Guide, page 62.
Strategic Assessment
FEAT 4
You learn your foes’ strengths and weaknesses by watching them move. When you hit a creature with a Strike on which you substituted your attack roll due to Devising a Stratagem, about the enemy to tell you.
• Which of the enemy’s weaknesses is highest • Which of the enemy’s resistances is highest • Which of the enemy’s saving throws is lowest • One immunity the enemy has can’t choose information that doesn’t apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you hit a given creature.
Player Core 2, page 109.
Strategic Bypass
FEAT 14
Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a Strike on which you substituted your attack roll due to Devising a Stratagem, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack.
Advanced Player’s Guide, page 65.
Strategic Bypass
FEAT 14
Your plans account for your foes’ resistances, enabling you to Strike a telling blow. When you hit with a Strike on which you substituted your attack roll due to Devising a Stratagem, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack.
Player Core 2, page 112.
Streetwise
FEAT 1
Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
This feat leads to: Criminal Connections and Underground Network.
Core Rulebook, page 267.
Streetwise
FEAT 1
Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
Strident Command
FEAT 10
Prerequisites master in Intimidation, Vigilante Dedication, Voice of Authority, member of the Gray Gardeners
The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast command once every 10 minutes as a 1st-level occult innate spell.
If you're in your vigilante identity, you can command the target only to approach you, drop prone, or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding.
Night of the Gray Death, page 65.
Striker's Scroll
FEAT 4
Prerequisites Spellstrike
You can attach a scroll to your weapon or handwraps of mighty blows to blend its spell into an attack, carefully folding it around a part of the weapon or sealing it to the weapon's surface. Attaching a scroll requires using the Affix a Talisman action. You can have only one scroll affixed to a weapon at a time, and you can't have both a talisman and scroll attached.
You can Cast the Spell from the scroll as part of a Spellstrike, assuming the spell is one you could normally use with Spellstrike. You can't Cast the Spell in any other way while it's affixed, though you can use Affix a Talisman again to remove the scroll and use it as a normal—if a bit crumpled—scroll.
Secrets of Magic, page 45.
Striking Retribution
FEAT 1
You have an appropriately intense hatred for lomoss. You gain a +2 circumstance bonus to damage with weapons and unarmed attacks against creatures from the lomos family and those that serve lomoss (the GM determines which creatures serve an lomos). In addition, if an lomos successfully affects you or one of your allies within 60 feet with an enchantment, your circumstance bonus to damage against that lomos increases to +4 for 1 minute.
LOAG, page 15.
Strix Defender
FEAT 1
Your ancestral feud with humans gives you experience dealing with vicious foes, and your vengeance knows no bounds. You gain a +1 circumstance bonus to Intimidation, Perception, and Survival checks against humans, as well as on damage rolls against humans with weapons and unarmed attacks.
However, your hatred of humans is immediately obvious, giving you a –2 circumstance penalty to Diplomacy checks against them and usually starting their attitude one step worse towards you.
LOAG, page 137.
Strix Lore
FEAT 1
You're well connected to your tribe and perhaps even strix communities beyond your own, where you've learned about the land and techniques of graceful movement. You gain the trained proficiency rank in Acrobatics and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Strix Lore.
LOAG, page 137.
FEAT 5
Frequency once per 10 minutes
Trigger You, or a strix ally you can see, are damaged by an enemy's critical hit.
You dedicate yourself to destroying those who harm your kin. Until the end of your next turn, you deal an additional+1d6 damage on Strikes against the triggering enemy. The bonus increases to+2d6 if you use a striking weapon or unarmed attack and+3d6 if you use a major striking weapon or unarmed attack.
LOAG, page 138.
Strong Arm
FEAT 2
When you Strike with a thrown weapon, the weapon's range increment increases 10 feet.
Advanced Player’s Guide, page 134.
Strong Arm
FEAT 2
When you Strike with a thrown Weapon, the Weapon’s range increment increases by 10 feet.
Player Core 1, page 171.
Strong Swimmer
FEAT 9
Your swim Speed increases to match your land Speed.
LOAG, page 120.
Stronger Debilitating Venom
FEAT 13
Prerequisites Debilitating Venom, Moderate Enhance Venom
Add one of the following to the debilitations from which you can choose when you Envenom. These debilitations reduce the damage of all stages as noted.
Stage 1 no effect; Stage 2 clumsy 1; Stage 3 clumsy 2
Stage 1 no effect; Stage 2 drained 1; Stage 3 drained 2
Stage 1 no effect; Stage 2 sickened 1; Stage 3 sickened 2
Stage 1 enfeebled 1; Stage 2 enfeebled 1; Stage 3 enfeebled 2
Special You can select this feat multiple times, choosing a different debilitation each time.
LOIL, page 62.
Stubborn Persistence
FEAT 13
Humans are renowned for their ability to persist through the most grueling of trials. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. If the fatigued condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.
Advanced Player’s Guide, page 47.
Student of Perfection Dedication
FEAT 2
Access You are from Brafalaisias.
Prerequisites powerful fist or expert in unarmed attacks; member of a House of Perfection
You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of Acrobatics or Athletics and Warfare Lore; if you were already trained, you become an expert instead. You gain the Ki Strike monk class feat, which grants you the ki strike ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. Your ki spells from Student of Perfection are occult spells.
Special You can't select another dedication feat until you have gained two other feats from the student of perfection archetype.
This feat leads to: Perfect Ki Adept and Perfect Strike.
LOWG, page 83.
Student Of The Canon
FEAT 1
Prerequisites trained in Religion
You've researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Core Rulebook, page 267.
Student of the Canon
FEAT 1
Prerequisites trained in Religion
You've researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical Failure at a Religion check to Decipher Writing of a religious Nature or to Recall Knowledge about the tenets of faiths, you get a Failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a Failure, you get a success instead, and if you roll a success, you get a critical success instead.
Student Of The Dueling Arts
FEAT 12
Prerequisites Duelist Dedication
You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out Duelist Dedication or Student of the Dueling Arts in this way.
In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites.
Advanced Player’s Guide, page 171.
Student Of The Dueling Arts
FEAT 12
Prerequisites Duelist Dedication
Dueling is your art, and your weapon is your instrument.
You have studied and evaluated a great many combat techniques, which you can review each day without fail to ensure you are prepared for any and every situation that may occur. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can’t swap out Duelist Dedication or Student of the Dueling Arts in this way.
In addition, you can enter a stance from a duelist archetype feat you don’t have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the stance feat’s prerequisites.
Player Core 2, page 197.
Student Of The Staff
FEAT 4
Prerequisites Arcane Cascade, twisting tree hybrid study
You've studied the staff extensively to learn the hidden capabilities of your chosen weapon. When you critically succeed at an attack roll using a staff, you apply the critical specialization effect of the club group. While you're in Arcane Cascade stance, your staff gains the deadly d6 trait, with the damage from the deadly die being the same damage type as the extra damage from Arcane Cascade.
In addition, you can place property runes into a magic staff you prepare, even though a magic staff can't typically hold property runes. You must first inscribe the property runes into your spellbook, using the same process as transferring a rune (Core Rulebook 580). The rune takes the form of a specialized diagram in your spellbook, occupying one page. You can't inscribe runes that can't be placed on a non-magical staff, nor can you inscribe the shifting rune. When you prepare a staff, you can impart any number of property runes from your spellbook into the staff, up to the limit imposed by the staff's weapon potency rune.
Secrets of Magic, page 45.
Studious Adept
FEAT 9
Prerequisites Studious Magic
You achieve a breakthrough in your exploration of magic. You gain humanoid form and mirror image as 2nd-level arcane innate spells.
You can cast each of these arcane innate spells once per day.
LOME, page 106.
Studious Capacity
FEAT 16
Prerequisites Enigma muse, legendary in Occultism
Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you've run out of spell slots of the appropriate spell level, but you can't use this ability to cast a spell of your highest spell level.
Core Rulebook, page 103.
Studious Capacity
FEAT 16
Prerequisites Enigma muse, legendary in Occultism
Your continued study of occult magic has increased your magical capacity, allowing you to cast single spell even when it seems impossible. You can Cast one spell each day even after you've run out of spell slots of the appropriate spell rank, but you can't use this ability to Cast a Spell of your highest spell rank.
Player Core 1, page 106.
Studious Magic
FEAT 1
You've taken an interest in anadi arcane traditions. Choose one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
This feat leads to: Studious Adept.
LOME, page 106.
Stumbling Feint
FEAT 6
Prerequisites expert in Deception, Stumbling Stance
Requirements You are in Stumbling Stance.
You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target flat-footed against your next attack, they become flat-footed against both attacks from the Flurry of Blows.
Advanced Player’s Guide, page 129.
Stumbling Feint
FEAT 6
Prerequisites expert in Deception, Stumbling stance
Requirements You are in Stumbling stance.
You lash out confusingly, with what seems to be a weak move, but instead allows you to unleash a dangerous Flurry of Blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target off-guard against your next attack, they become off-guard against both attacks from the Flurry of Blows.
Player Core 2, page 122.
FEAT 10
Your excellent display of fighting prowess leaves your opponent stumbling back. Make a Strike. If you hit, the target is pushed 5 feet back (or 10 feet on a critical hit).
Player Core 2, page 167.
FEAT 1
Prerequisites trained in Deception
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.
This feat leads to: Stumbling Feint.
Advanced Player’s Guide, page 128.
FEAT 1
Prerequisite trained in Deception You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn.
Player Core 2, page 119.
Stunning Appearance
FEAT 16
Prerequisites Startling Appearance
Your sudden appearance leaves your foe unable to respond.
When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also stunned 1 on a hit, or stunned 2 on a critical hit.
Advanced Player’s Guide, page 197.
Stunning Appearance
FEAT 16
Prerequisites Startling Appearance
Your sudden appearance leaves your foe unable to respond.
When you use Startling Appearance and your Strike hits an enemy of your level or lower, the enemy is also stunned 1 on a hit, or stunned 2 on a critical hit.
Player Core 2, page 219.
Stunning Blows
FEAT 2
Prerequisites Flurry of Blows
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target be stunned 1 (or stunned 3 on a critical Failure). This is an incapacitation effect.
Player Core 2, page 121.
FEAT 8
You attempt a dizzying blow. Make a melee Strike. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the incapacitation trait.
Critical Success The target is unaffected.Success The target can't use reactions until its next turn.Failure The target is stunned 1.Critical Failure The target is stunned 3.Advanced Player’s Guide, page 91.
FEAT 8
You attempt a dizzying blow. Make a melee Strike. If you hit, with the following results; the save has the incapacitation trait.
Critical Success The target is unaffected.
Success The target can’t use reactions until its next turn.
Failure The target is stunned 1.
Critical Failure The target is stunned 3.
Player Core 2, page 167.
Stunning Fist
FEAT 2
Prerequisites Flurry of Blows
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
This feat leads to: Triangle Shot and Vitality-manipulating Stance.
Core Rulebook, page 160.
Subjective Truth
FEAT 7
Prerequisites master in Deception, Vigilante Dedication
Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak the truth.
Advanced Player’s Guide, page 197.
Subjective Truth
FEAT 7
Prerequisites Vigilante Dedication, master in Deception
Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can deceive effects like ring of truth that reveal lies.
Player Core 2, page 219.
FEAT 8
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.
Critical Success The target is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute.Success The target is enfeebled 1 until the end of its next turn.LOTGB, page 127.
FEAT 8
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Your iron grip saps your opponent’s strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following additional effects if you succeed.
Critical Success The target is enfeebled 2 until the end of its next turn and then is enfeebled 1 for 1 minute.
Success The target is enfeebled 1 until the end of its next turn.
Player Core 2, page 223.
Subtle Delivery
FEAT 1
You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead.
Advanced Player’s Guide, page 106.
FEAT 8
Access Help either the Washboard Dogs or the Vaethoum
Prerequisites Quick Draw
Requirements You have a melee weapon of light bulk Concealed on your person via the Stealth skill, and the target isn't aware of it.
You draw a concealed weapon, attack with it, and then hide it away again in one smooth motion. Interact to draw the weapon, Strike with that weapon, and then Conceal it with a Stealth check. The target is flat-footed for this attack.
AoE3, page 75.
Subtle Theft
FEAT 1
Prerequisites trained in Thievery
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn't end your undetected condition.
Core Rulebook, page 267.
Subtle Theft
FEAT 1
Prerequisites trained in Thievery
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft.
Additionally, if you first Create a Diversion using Deception, taking a single gate Palm an Object or Steal action doesn't end your undetected condition.
FEAT 1
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Core Rulebook, page 88.
FEAT 1
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Core Rulebook, page 145.
FEAT 1
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.
You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Player Core 1, page 141.
FEAT 1
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.
You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Player Core 2, page 77.
FEAT 8
You swing at a foe while mid-leap. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.
Core Rulebook, page 91.
FEAT 8
You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.
Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike.
Core Rulebook, page 149.
FEAT 8
You make an impressive Leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a increase your maximum distance to double your Speed.
Special If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of skill action Sudden Leap takes.
Player Core 1, page 147.
FEAT 8
You swing at a foe while mid-Leap. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a increase your maximum distance to double your Speed.
Player Core 2, page 81.
FEAT 1
Trigger You roll a success on a saving throw against an effect that would make you fascinated or dazzled.
Your mind retains full awareness despite the best attempts of others, and your focus throws others off-balance. You get a critical success on the triggering saving throw, and if the triggering effect was caused by a creature, that creature is flat-footed to you until the end of your next turn.
LOIL, page 55.
Sugroumoriand Detective Dedication
FEAT 2
Prerequisites Intelligence 14 or Wisdom 14
You become trained in Society or Thievery; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You can use Perception instead of Survival to Track, and you gain the Experienced Tracker skill feat (Core Rulebook 261).
Special You can't select another dedication feat until you have gained two other feats from the this archetype.
This feat leads to: Arcane Sensitivity, Trilor's Interrogation, and Sense Alignment.
AoE1, page 79.