Feats: S (Part 13 of 14)

60 feats, from Suli Amir to Swaggering Initiative.

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Part: 1 2 3 4 5 6 7 8 9 10 11 12 13 14

Suli Amir · Suli-jann · Summon Air Elemental · Summon Celestial Kin · Summon Earth Elemental · Summon Ensemble · Summon Fiendish Kin · Summon Fire Elemental · Summon Metal Elemental · Summon Water Elemental · Summon Wood Elemental · Summoner Dedication · Summoner's Call · Sun Blade · Sun's Fury · Sunder Enchantment · Sunder Enchantment · Sunder Spell · Sunder Spell · Sunlit Vitality · Superimpose Time Duplicates · Superior Bond · Superior Bond · Superior Propulsion · Superior Sight · Supernatural Charm · Supernatural Senses · Supernatural Senses · Supertaster · Supertaster · Suplex · Suplex · Supreme Invigorating Elixir · Supreme Psychic Center · Supreme Spellstrike · Sure Feet · Sure Feet · Sure Foot · Surface Culture · Surface Skimmer · Surgical Shock · Surging Focus · Surging Focus · Surging Might · Surging Might · Surprise Attack · Surprise Attack · Surprise Snare · Surprise Snare · Surprise Strike · Surprise Strike · Surreptitious Spellcaster · Surrounding Flames · Survey Wildlife · Survey Wildlife · Survivor Of Desolation · Suspect Of Opportunity · Suspect Of Opportunity · Sustaining Steel · Swaggering Initiative

Suli Amir

FEAT 13

uncommon suli 

You have power connected to the powerful jann amirs. You can cast read omens and 4th-level invisibility each once per day as arcane innate spells, and you can cast detect magic at will as an arcane innate cantrip, heightened to a spell level equal to half your level rounded up.

LOAG, page 112.

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Suli-jann

FEAT 1

lineage suli 

Your elemental ancestor was a janni, genies that walk the mortal world and embody all four elements together. You inherited a janni's nature as a wanderer and ability to survive in many types of environment, from the hottest desert to the coldest tundra.

You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Forager skill feat as a bonus feat.

LOAG, page 111.

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Summon Air Elemental

FEAT 13

sylph 

You have a connection to the Inner Spheres, allowing you to summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be an air elemental.

LOAG, page 116.

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Summon Celestial Kin

FEAT 13

aasimar 

Prerequisites any aasimar lineage feat

You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast summon celestial as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the angel trait if you are angelkin.

Advanced Player’s Guide, page 36.

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Summon Earth Elemental

FEAT 13

oread 

You have a connection to the Inner Sphere, allowing you to summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be an earth elemental.

LOAG, page 108.

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Summon Ensemble

FEAT 4

archetype 

Prerequisites Spell Trickster Dedication, ability to cast summon instrument

When you cast summon instrument, you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance.

The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes flat-footed for 1 round. The target is then temporarily immune for 24 hours.

LOTGB, page 123.

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Summon Fiendish Kin

FEAT 13

tiefling 

Prerequisites any tiefling lineage feat

You have a deep connection to the fiendish realms, allowing you to summon a fiend matching your own lineage. Once per day, you can cast summon fiend as a 5th-level divine innate spell. The fiend you summon must match your own lineage.

Advanced Player’s Guide, page 41.

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Summon Fire Elemental

FEAT 13

ifrit 

You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be a fire elemental.

LOAG, page 104.

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Summon Metal Elemental

FEAT 13

talos 

You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-rank primal innate spell, but the elemental summoned must be a metal elemental.

Rage of Elements, page 53.

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Summon Water Elemental

FEAT 13

undine 

You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be a water elemental.

LOAG, page 120.

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Summon Wood Elemental

FEAT 13

ardande 

Your connection to the Plane of Wood allows you to summon elemental allies. Once per day, you can cast summon elemental as a 5th-rank primal innate spell, but the elemental must be a wood elemental.

Rage of Elements, page 49.

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Summoner Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Charisma 14

You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the Manifest Eidolon activity.

Due to your tenuous link, you can't gain or use tandem actions. Because you don't have Act Together, only you or your eidolon can perform an exploration activity at one time, so for instance you couldn't both be Searching} or Investigating.

Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for Perception, saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice.

Your eidolon's initial ability scores are reduced. It starts with a 16 in any ability score listed at 18 for its eidolon array. It otherwise gains the statistics listed for an eidolon of that type.

At 5th level, the eidolon's ability score that was reduced to 16 increases to 18, before applying ability boosts. At levels 5, 10, 15, and 20, your eidolon also gets four ability boosts, which follow the same rules as yours.

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

This feat leads to: Basic Summoner Spellcasting, Expert Summoner Spellcasting, Master Summoner Spellcasting, Basic Synergy, Advanced Synergy, Signature Synergy, Expert Combat Eidolon, and Initial Eidolon Ability.

Secrets of Magic, page 76.

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Summoner's Call [R]

FEAT 12

concentrate conjuration summoner teleportation 

Trigger You or your eidolon take damage from a foe or hazard.

Requirements Your eidolon is manifested more than 5 feet away.

In a moment of danger, you call your eidolon to your side. Your eidolon teleports to an open space adjacent to you.

Special This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal).

Secrets of Magic, page 72.

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Sun Blade

FEAT 4

uncommon champion 

You can unleash burning sunlight from your sword or spear. You gain the sun blade devotion spell. Increase the number of Focus Points in your focus pool by 1.

LOCG, page 90.

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Sun's Fury

FEAT 6

archetype 

Prerequisites Bright Lion Dedication

The Old Sun Gods have granted you a gift in your fight against Triafitan. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score.

LOL, page 101.

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Sunder Enchantment

FEAT 14

barbarian 

Prerequisites Sunder Spell

You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a particularly powerful item, your counteract attempt automatically fails.

Advanced Player’s Guide, page 111.

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Sunder Enchantment

FEAT 14

barbarian 

Prerequisites Sunder Spell

You can focus your superstition to break the magic of an item, in addition to destroying freestanding single spell and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target’s magic uncommon weapons. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a similarly particularly powerful item, your counteract attempt automatically fails.

Player Core 2, page 83.

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Sunder Spell [>>]

FEAT 12

attack barbarian concentrate rage 

Prerequisites superstition instinct

You draw upon your superstitious fury to destroy a spell. Make a Strike with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire or the guardian from spiritual guardian). If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM.

If your Strike hits, you can attempt to counteract a single spell or magical effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check.

Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours.

This feat leads to: Sunder Enchantment.

Advanced Player’s Guide, page 111.

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Sunder Spell [>>]

FEAT 12

attack barbarian concentrate rage 

Prerequisites superstition instinct

You draw upon your superstitious fury to destroy a spell.

Make a melee Strike with a weapon or unarmed attack against a creature, object, or a spell manifestation (such as the wall created by wall of fire or the guardian from spiritual guardian). If you’re targeting something that doesn’t have counteract a single spell or magical effect on the target. Your counteract rank for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check.

Whether or not you succeed at your Strike, the target becomes temporarily immune to your Sunder Spell for 24 hours.

Player Core 2, page 83.

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Sunlit Vitality

FEAT 1

ardande 

You gain nourishment through photosynthesis, like trees and other green plants.

You typically don't need to pay for food, though you begin to starve if you go without sunlight for 1 week. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (4 gp per week).

Rage of Elements, page 48.

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Superimpose Time Duplicates [>]

FEAT 8

archetype 

Prerequisites Chronoskimmer Dedication

Frequency once per hour

You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature.

Dark Archive, page 186.

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Superior Bond

FEAT 14

wizard 

Prerequisites arcane bond

When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell.

Core Rulebook, page 213.

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Superior Bond

FEAT 14

wizard 

Prerequisites arcane bond

When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to Cast a Spell 2 or more ranks lower than your highest-rank wizard spell slot.

Player Core 1, page 204.

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Superior Propulsion

FEAT 6

archetype 

Prerequisites Vehicle Mechanic Dedication

By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to Drive the vehicle as a 2- or 3-action activity.

Alchemical The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level.

Clockwork More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is broken, it does not need to make the flat check to avoid losing operating time.

Magical The residual magic from your signature vehicle interferes with hostile spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot's next turn.

Pulled You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed.

Rowed Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage.

Steam The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is concealed.

Wind The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action Drive.

Guns & Gears, page 57.

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Superior Sight

FEAT 20

uncommon ranger 

Your senses are peerless. You gain a +2 circumstance bonus to Perception checks, and you gain low-light vision. If you already have low-light vision, gain darkvision instead. Furthermore, when you target an enemy, you automatically succeed at the flat check if that enemy is concealed, hidden, or undetected.

Age of Ashes #6: Broken Promises, page 77.

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Supernatural Charm

FEAT 5

half-elf 

The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level charm as an arcane innate spell once per day.

Core Rulebook, page 58.

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Supernatural Senses

FEAT 4

barbarian rage 

Prerequisites Acute Scent or precise or imprecise scent

Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a concealed or hidden opponent while you are raging, you reduce the DC of the flat check to 3 for a concealed target or to 9 for a hidden one.

Advanced Player’s Guide, page 109.

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Supernatural Senses

FEAT 4

barbarian rage 

Prerequisites Acute scent or scent

Your scent is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a concealed or hidden check to 3 for a concealed target or to divine smite for a hidden one.

Player Core 2, page 78.

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Supertaster

FEAT 7

general 

Prerequisites master in Perception

You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check using the poison's level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used.

If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 circumstance bonus to your check.

Advanced Player’s Guide, page 209.

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Supertaster

FEAT 7

general 

Prerequisites master in Perception

You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check against a DC determined by the poison's level; if the food or drink is poisoned, on a success, you learn that the food or drink was poisoned, but not the specific poison used. If you successfully detect that the food or drink was poisoned, you can spit out the food or drink in time to not be exposed to that instance of the poison (unless you resume eating or drinking the poisoned food or beverage).

If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, and if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 circumstance bonus to your check.

Player Core 2.

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Suplex [>]

FEAT 4

archetype 

Prerequisites Wrestler Dedication

Requirements You have a creature grabbed or restrained.

Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.

LOTGB, page 127.

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Suplex [>]

FEAT 4

archetype 

Prerequisites Wrestler Dedication

Requirements You have a creature grabbed or restrained.

Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.

Player Core 2, page 223.

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Supreme Invigorating Elixir

FEAT 12

alchemist 

Prerequisites Invigorating elixir

For the purposes of counteract effects with invigorating elixirs, treat your level as though it were 2 higher. Add the listed conditions to those you can choose for an invigorating elixir you create to counteract: petrified, stunned. You can also choose a disease regardless of what, if any, conditions it imposes.

Player Core 2, page 68.

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Supreme Psychic Center [F]

FEAT 8

archetype 

Prerequisites Psychic Duelist Dedication

Trigger Your turn in a psychic duel begins.

With the merest thought, you realign your mental defenses to your duel's circumstances. You Recenter.

Dark Archive, page 203.

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Supreme Spellstrike

FEAT 20

magus 

Prerequisites Spellstrike

You've made it almost effortless to combine spells and attacks. You're permanently quickened. You can use your extra action only to Strike or to recharge Spellstrike.

Secrets of Magic, page 49.

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Sure Feet

FEAT 1

halfling 

Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead.

You're not flat-footed when you attempt to Balance or Climb.

Core Rulebook, page 52.

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Sure Feet

FEAT 1

halfling 

Whether keeping your Balance or Climbing, your feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You're not off-guard when you attempt to Balance or Climb.

Player Core 1.

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Sure Foot

FEAT 4

archetype skill 

Prerequisites Horizon Walker Dedication, expert in Acrobatics and Athletics

You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as Acrobatics checks to Balance on ice, Athletics checks to Swim in rough water, Acrobatics checks to Fly in windy conditions, and so forth.

Advanced Player’s Guide, page 177.

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Surface Culture

FEAT 1

uncommon dwarf 

Access any surface dwarf ethnicity

Your interactions with other cultures on the surface have not only taught you about many other ancestries, but have also helped you realize the value of your own. You gain the trained proficiency rank in the Society skill (or another skill of your choice if you were already trained in Society), and you gain the Additional Lore skill feat for the Lore corresponding to your culture (for instance, Ouat Lore or Pahmet Lore).

LOCG, page 20.

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Surface Skimmer

FEAT 1

azarketi 

By sinking gently beneath the waves, you obscure your presence and utilize the water as a barrier between you and land combatants. While you are submerged just below the water's surface, you have cover from attacks made by creatures out of the water.

Azarketi Ancestry Web Supplement, page 4.

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Surgical Shock [>]

FEAT 12

attack investigator 

Prerequisites forensic Medicine methodology

With a few well-placed jabs with your fist or Weapon, you render your opponent disoriented or ungainly. Attempt a your reach. The result of your check determines the severity of the condition you inflict.

Critical Success The target is either clumsy 3 or stupefied 3 until the end of your next turn. The target is then immune to Surgical Shock for single gate hour.

Success As critical success, but the target is either clumsy 2 or stupefied 2.

Failure The target is minorly inconvenienced. You gain a +single gate circumstance bonus to the next attack action you attempt against it before the end of your turn.

Critical Failure The target is unaffected and you overextend yourself, triggering reactions as if you had used a manipulate action.

Player Core 2, page 112.

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Surging Focus [F]

FEAT 8

cleric 

Frequency once per day

Trigger An ally you can see falls to 0 Hit Points.

When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity's might within you. You instantly regain 1 Focus Point.

Advanced Player’s Guide, page 122.

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Surging Focus

FEAT 8

cleric 

Trigger An ally you can see falls to 0 Hit Points.

Once per day. When an ally you can see falls in battle, your surge of righteous indignation allows you to draw upon untapped reserves of divine power. You instantly regain single gate Focus Point.

Player Core 1, page 117.

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Surging Might [>]

FEAT 10

manipulate metamagic oracle 

With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances.

Advanced Player’s Guide, page 80.

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Surging Might [>]

FEAT 8

manipulate oracle spellshape 

You focus the power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance equal to your level against the following types of damage: Spirit instinct, vitality, and void.

This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. This doesn’t cause the spell to ignore immunities, only resistances.

Player Core 2, page 141.

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Surprise Attack

FEAT 4

archetype 

Prerequisites Assassin Dedication

You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.

Advanced Player’s Guide, page 158.

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Surprise Attack

FEAT 4

archetype 

Prerequisites Assassin Dedication

You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you.

Player Core 2, page 186.

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Surprise Snare [>>>]

FEAT 4

archetype manipulate 

Prerequisites Snarecrafter Dedication

You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts.

Advanced Player’s Guide, page 194.

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Surprise Snare [>>>]

FEAT 4

archetype manipulate 

Prerequisites Snarecrafter Dedication

You install one prepared snare for deployment in a space that’s occupied by an enemy. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers.

Player Core 2, page 216.

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Surprise Strike

FEAT 6

archetype 

Prerequisites Weapon Improviser Dedication

Whenever you make a Strike with an improvised weapon against a creature that hasn't seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is flat-footed against you for that Strike.

Advanced Player’s Guide, page 199.

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Surprise Strike

FEAT 6

archetype 

Prerequisites Weapon Improviser Dedication

Whenever you make a Strike with an improvised weapon against a creature that hasn’t observed you making a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is off-guard against you for that Strike.

Player Core 2, page 221.

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Surreptitious Spellcaster

FEAT 8

archetype 

Prerequisites Kostou Dedication

You've learned that it pays for a Vofalai to be able to cast spells without being noticed. You gain the Conceal Spell wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to Stealth checks to Conceal a Spell and to Deception checks to conceal verbal components.

LOCG, page 114.

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Surrounding Flames

FEAT 10

archetype 

Prerequisites Spell Trickster Dedication, ability to cast wall of fire

When you cast wall of fire, you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire.

LOTGB, page 125.

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Survey Wildlife

FEAT 1

general skill 

Prerequisites trained in Survival

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.

Core Rulebook, page 267.

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Survey Wildlife

FEAT 1

general skill 

Prerequisites trained in Survival

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.

Player Core 1.

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Survivor Of Desolation

FEAT 8

archetype 

Prerequisites Knight Reclaimant Dedication

You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas.

This feat leads to: Shepherd of Desolation.

LOCG, page 95.

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Suspect Of Opportunity [R]

FEAT 10

investigator 

Frequency once per hour

Trigger A foe takes a hostile action against you in combat.

Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You've learned how to compartmentalize your main lead and pursue a new one for your current predicament.

You Pursue a Lead against the triggering foe, setting aside but not ending one of your currently active leads, if you have two leads. At the end of the combat encounter, you stop Pursuing the Lead against the triggering foe and return to the original lead, if you have one.

Advanced Player’s Guide, page 63.

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Suspect Of Opportunity [R]

FEAT 10

investigator 

Prerequisites Person of Interest

Trigger A creature who isn’t, to your Knowledge, tied to any of your active investigations takes a hostile action against you in combat.

Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close.

You use Person of Interest against the triggering creature. This doesn’t allow you to use Person of Interest more frequently than normal.

Player Core 2, page 110.

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Sustaining Steel [F]

FEAT 10

arcane healing magus necromancy positive 

Prerequisites Arcane Cascade, inexorable iron hybrid study

Trigger You Cast a Spell using a spell slot.

Requirements You're in Arcane Cascade stance.

You pull magic into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to double the spell's level and roll to end any persistent negative damage you have.

If the spell was of the necromancy school, any persistent negative damage you have ends automatically, and you can change the damage type from Arcane Cascade to positive if you wish. (Positive damage typically damages only undead or other creatures with negative healing.).

Secrets of Magic, page 47.

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Swaggering Initiative [F]

FEAT 4

swashbuckler 

Trigger You are about to roll initiative.

You swagger readily into any fight—even an ambush. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon.

Advanced Player’s Guide, page 90.

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