Feats: S (Part 14 of 14)

44 feats, from Swaggering Initiative to Synergistic Spell.

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Swaggering Initiative · Swap Investment · Swap Reflections · Swashbuckler Dedication · Swashbuckler's Riposte · Swashbuckler's Speed · Swift · Swift Application · Swift Banishment · Swift Banishment · Swift Banishment · Swift Elusion · Swift Elusion · Swift Guardian · Swift Intervention · Swift Leap · Swift Paragon · Swift Retribution · Swift River · Swift River · Swift Sneak · Swift Sneak · Swift Swimmer · Swift Tracker · Swift Tracker · Swim Through Earth · Swimming Poppet · Swipe · Swipe · Swipe · Swipe · Swipe Souvenir · Switcheroo · Sword And Pistol · Swordmaster Dedication · Sympathetic Strike · Sympathetic Vulnerabilities · Symphony Of Blood · Symphony Of The Muse · Symphony of the Muse · Symphony Of The Unfettered Heart · Symphony of the Unfettered Heart · Syncretism · Synergistic Spell

Swaggering Initiative [F]

FEAT 4

swashbuckler 

Trigger You are about to roll initiative.

You swagger readily into any fight. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a Weapon.

If you are the first to act in combat, you gain panache.

Player Core 2, page 166.

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Swap Investment

FEAT 12

archetype 

Prerequisites Vofalai Agent Dedication

Frequency once per day

Your time as a Vofalai has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items.

LOPSG, page 41.

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Swap Reflections [>>]

FEAT 8

archetype conjuration extradimensional incapacitation occult teleportation 

Prerequisites Alter Ego Dedication

Frequency once per 10 minutes

You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a Will save against your spell DC or class DC, whichever is higher.

Critical Success The spell has no effect.Success You swap positions with your target or arrive adjacent to your target, whichever your target prefers.Failure You swap positions with your target or arrive adjacent to your target, whichever you prefer.Critical Failure You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early.

Dark Archive, page 127.

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Swashbuckler Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Charisma 14, Dexterity 14

Choose a swashbuckler style. You gain the panache class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice.

You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style.

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

This feat leads to: Basic Flair, Advanced Flair, Evasiveness, Finishing Precision, Swashbuckler's Riposte, and Swashbuckler's Speed.

Advanced Player’s Guide, page 153.

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Swashbuckler's Riposte

FEAT 6

archetype 

Prerequisites Swashbuckler Dedication

You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction.

Advanced Player’s Guide, page 153.

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Swashbuckler's Speed

FEAT 8

archetype 

Prerequisites Swashbuckler Dedication

You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache.

Advanced Player’s Guide, page 153.

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Swift

FEAT 1

sylph 

You move with the wind always at your back. Your Speed increases by 5 feet.

Special The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).

LOAG, page 115.

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Swift Application [>]

FEAT 9

vishkanya 

Prerequisites Envenom

You expertly combine the motions of attacking and coating your weapon with venom. You Envenom a weapon or piece of ammunition, and then Strike with that weapon. This counts against your uses of Envenom normally and can't be used if your venom is exhausted.

LOIL, page 62.

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Swift Banishment [R]

FEAT 14

cleric 

Trigger You critically hit a creature that is not on its home plane.

Requirements You have a banishment spell prepared.

The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal.

This feat leads to: Improved Swift Banishment.

Core Rulebook, page 126.

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Swift Banishment

FEAT 14

cleric 

Trigger You critically hit a creature that is not on its home plane.

Requirements You have a banishment spell prepared.

The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to Cast the Spell. The creature can attempt to resist the spell as normal.

Player Core 1, page 120.

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Swift Banishment

FEAT 14

druid 

Prerequisites You have a banishment spell prepared

Trigger Your Strike hits a creature that isn't on its home plane

You combine your attack with banishing magic. You expend a prepared banishment spell and attempt to banish the creature you hit. The creature can attempt to resist using the save from your banishment spell.

Player Core 1, page 134.

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Swift Elusion [R]

FEAT 16

rogue 

Prerequisites legendary in Acrobatics

Trigger A foe ends its movement adjacent to you.

Attempt an Acrobatics check against the foe's Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.

Advanced Player’s Guide, page 137.

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Swift Elusion [R]

FEAT 16

rogue 

Prerequisites legendary in Acrobatics

Trigger A foe ends its movement adjacent to you.

Attempt an Acrobatics check against the foe’s Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.

Player Core 1, page 177.

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Swift Guardian [F]

FEAT 6

archetype concentrate 

Prerequisites Beastmaster Dedication, Call Companion

Trigger You roll initiative.

When danger appears, you quickly send away your active companion and call in a different animal ally. You use Call Companion. The new animal companion typically arrives in the adjust this depending on the circumstances and Speeds of the animals. If you have Lead the Pack, you can swap one of your two active companions for an inactive companion.

Player Core 2, page 188.

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Swift Intervention [R]

FEAT 6

archetype 

Prerequisites Overwatch Dedication

Trigger An ally within your overwatch field fails in their attempt to Arrest a Fall, Balance, Grab a Ledge, or

Requirements You are wielding a ranged weapon.

You're burdened with noticing potential threats at all times.

Because of this, you've learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally's clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly.

Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment).

Guns & Gears, page 50.

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Swift Leap [>]

FEAT 4

archetype 

Prerequisites Ghoul Dedication

Your undead physiology allows you to leap quickly toward or away from your opponent. You Leap. This movement doesn't trigger reactions.

If you are satiated, you can choose to end your satiation to instead High Jump or Long Jump without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement.

Book of the Dead, page 49.

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Swift Paragon

FEAT 20

champion 

Prerequisites blessed swiftness

The movement of you and your allies is swift and decisive as the judgment of your deity. If your ally starts a move action in your divine smite’s aura, their movement during that action doesn’t trigger reactions. In addition, you’re permanently quickened. You can use your extra action only to Step or Stride. If you have a fly Speed, add fly to this list. If you have an Animal Companion and are mounted on it at the start of your turn, you can have your Mount be quickened that turn instead of you.

Player Core 2, page 99.

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Swift Retribution

FEAT 18

champion 

Prerequisites divine smite’s reaction

The transgressions of your enemies fuel you to retaliate with divine speed. When an enemy triggers your divine smite’s reaction, you are quickened on your next turn. You can use the extra action to move closer to that enemy or to Strike that enemy.

Player Core 2, page 99.

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Swift River [F]

FEAT 18

monk 

Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.

You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.

Core Rulebook, page 165.

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Swift River [F]

FEAT 18

monk 

Trigger Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.

You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.

Player Core 2, page 127.

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Swift Sneak

FEAT 7

general skill 

Prerequisites master in Stealth

You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

This feat leads to: Legendary Sneak.

Core Rulebook, page 267.

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Swift Sneak

FEAT 7

general skill 

Prerequisites master in Stealth

You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Player Core 1.

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Swift Swimmer

FEAT 5

lizardfolk 

Prerequisites wetlander lizardfolk

You swim faster than most kibrebos. Your swim Speed increases to 25 feet.

LOCG, page 59.

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Swift Tracker

FEAT 6

ranger 

Prerequisites expert in Survival, Experienced Tracker

Your keen eyes catch signs of passage even when you're moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don't need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking.

If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.

Core Rulebook, page 173.

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Swift Tracker

FEAT 6

ranger 

Prerequisites expert in Survival, Experienced Tracker

Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track.

If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking.

If you have legendary proficiency in Survival, you can use another exploration activity while Tracking.

If you roll Survival for initiative while Tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.

Player Core 1, page 160.

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Swim Through Earth [>>]

FEAT 8

earth impulse kineticist primal 

The earth parts before you, letting you swim through it. You gain a burrow Speed equal to your land Speed and can immediately Burrow once. You don't gain the ability to breathe while in the earth, so you must hold your breath. The impulse ends at the end of your next turn, but you can Sustain it up to 1 minute. If you're inside the earth when the impulse ends, you immediately return to the surface directly above you, fall prone when you reach the surface, and are slowed 1 until the end of your next turn.

Level (14th) You can burrow through rock and similar dense earthen matter, leaving no tunnels or signs of your passing.

Rage of Elements, page 27.

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Swimming Poppet

FEAT 5

poppet 

Your fins, flippers, or other accessories assist with steering you through water. You gain a swim Speed of 15 feet.

LOTGB, page 65.

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Swipe [>>]

FEAT 4

barbarian flourish 

You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Core Rulebook, page 89.

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Swipe [>>]

FEAT 4

fighter flourish 

You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Core Rulebook, page 147.

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Swipe [>>]

FEAT 4

fighter flourish 

You make a wide, arcing swing. Make a melee Strike and each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

If you’re using a Weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Player Core 1, page 144.

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Swipe [>>]

FEAT 4

barbarian flourish 

You make a wide, arcing swing. Make a single gate melee Strike enemies, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

If you’re using a Weapon with the sweep trait, its modifier applies to all your Swipe attacks.

Player Core 2, page 78.

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Swipe Souvenir [>>]

FEAT 8

rogue 

Requirements You’re grabbed or restrained by a creature.

When you wriggle free from an enemy’s grasp, you take something of theirs with you. You attempt to Escape from being grabbed or restrained by a creature. If you succeed, you can also attempt to Steal from the creature, even if the creature is in combat.

Player Core 1, page 174.

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Switcheroo [R]

FEAT 10

swashbuckler 

Trigger You are targeted by a ranged attack.

Requirements You are adjacent to an enemy and have panache.

You attempt to deftly swap places with an adjacent enemy to avoid the attack. Choose an adjacent enemy and attempt to Reposition it. Instead of the normal results of Reposition, use the following.

Critical Success You swap places with the target enemy and the enemy becomes the target of the triggering attack.

Success As critical success, except the target has lesser cover against the triggering attack, and you lose your panache.

Failure You lose your panache.

Critical Failure You become off-guard against the triggering attack, and you lose your panache.

Player Core 2, page 167.

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Sword And Pistol

FEAT 1

gunslinger 

You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon.

When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.

Guns & Gears, page 111.

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Swordmaster Dedication

FEAT 6

uncommon archetype dedication 

Prerequisites Strength, Dexterity, or Constitution 14; member of the Trovousun Society affiliated with the School of Swords

Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to Disarm you. If you have the Deft Cooperation feat and critically succeed on a check to Aid an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply.

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

This feat leads to: Death's Door, Harrying Strike, Shoulder Catastrophe, Stave Off Catastrophe, Armored Exercise, Armored Rest, Emergency Medical Assistance, Focus Ally, Forceful Shot, Improvised Crafting, Martial Exercise, Physical Training, Practiced Defender, Protect Ally, Quick Stow, Recollect Studies, Reflexive Grip, Rugged Survivalist, and Tense Negotiator.

LOCG, page 115.

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Sympathetic Strike [>]

FEAT 4

witch 

Prerequisites Witch’s Armaments

Once per round, you collect your patron’s magic into one of your witch armaments, causing them to shine with runes, light, or another signifier of your patron. Make an unarmed Strike with one with your witch’s armaments. If you hit, you establish a sympathetic link with the target, making it easier for your patron to affect them. Until the beginning of your next turn, the target takes a –single gate circumstance penalty to its saves against your hexes, or a –2 penalty if the triggering Strike was a critical hit.

Player Core 1, page 187.

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Sympathetic Vulnerabilities

FEAT 6

thaumaturge 

Prerequisites Exploit Vulnerability, mortal weakness or personal antithesis

When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures.

This has one of two effects, based on the type of vulnerability you invoked.

While you have mortal weakness applied, your Strikes also apply that weakness against any creature that has that weakness, not just creatures of the exact same kind. For instance, if you used mortal weakness against a red dragon to apply its weakness to cold to your Strikes, those Strikes would also apply to the weakness to cold of fire elementals or any other creature with a weakness to cold.

While you have personal antithesis applied to a non-humanoid creature, you can apply your custom weakness to all creatures of the exact same kind. For example, if you used personal antithesis against an imp, the custom weakness would apply to other imps but not to other non-imp devils.

Dark Archive, page 45.

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Symphony Of Blood

FEAT 17

dhampir 

You call forth the blood of your foes to grant you vigor. Once per day, you can cast vampiric exsanguination as a 7th-level divine innate spell.

Advanced Player’s Guide, page 33.

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Symphony Of The Muse

FEAT 20

bard 

Prerequisites Harmonize

You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions' effects continue for their remaining duration.

Core Rulebook, page 103.

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Symphony of the Muse

FEAT 20

bard 

Prerequisites Harmonize

You have learned how to weave countless performances together into a solo symphony with multitudinous effects. You are no longer limited to a single gate composition each turn or a single gate composition at a time; when you use a new composition, all previous compositions' effects continue for their remaining duration.

Player Core 1, page 107.

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Symphony Of The Unfettered Heart

FEAT 10

bard 

You learn the symphony of the unfettered heart composition spell, which enables you to protect an ally against incapacitating conditions.

Advanced Player’s Guide, page 114.

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Symphony of the Unfettered Heart

FEAT 10

bard 

You learn the symphony of the unfettered heart composition spell (page 371), which enables you to protect an ally against incapacitating conditions.

Player Core 1, page 104.

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Syncretism

FEAT 1

cleric 

Prerequisites you follow a deity

You have come to see the overlap between two deities' teachings. Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema. If you are a cloistered cleric, select one of that deity's domains, gaining the benefits of the Expanded Domain Initiate feat (page 8) with that domain. If you are a warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity's favored weapon, such as Deadly Simplicity. If you have a different doctrine than cloistered cleric or warpriest, either apply whichever of the above options is most appropriate for your doctrine, or, at the GM's discretion, add a benefit from the second deity more closely tied to your doctrine.

LOGM, page 105.

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Synergistic Spell [>]

FEAT 20

archetype metamagic 

Prerequisites Halcyon Spellcasting Initiate, Fulminating Synergy, legendary in Arcana and Nature

You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to Cast a Spell from one of your halcyon spell slots, after that spell resolves, you can Cast another Spell as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast.

LOCG, page 105.

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