Feats: S (Part 3 of 14)

60 feats, from Seize to Shadowy Disguise.

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

Seize · Selective Energy · Selective Energy · Self-Destruct · Selfless Parry · Selfless Parry · Semblance of Life · Sense Alignment · Sense Allies · Sense Allies · Sense Chaos · Sense Evil · Sense For Trouble · Sense Good · Sense Ki · Sense The Unseen · Sense The Unseen · Sense The Unseen · Sense The Unseen · Sense The Unseen · Sense The Unseen · Sense Thoughts · Senses of the Bear · Sensitive Nose · Sensitive Nose · Sentinel Dedication · Sentinel Dedication · Sepulchral Sublimation · Serpent's Tongue · Serpentcoil Slam · Serpentine Swimmer · Settlement Scholastics · Settlement Scholastics · Seven-Part Link · Sever Magic · Sever Space · Shadow Blending · Shadow Hunter · Shadow Hunter · Shadow Illusion · Shadow Magic · Shadow Mark · Shadow Mark · Shadow Master · Shadow Of The Wilds · Shadow Pact · Shadow Power · Shadow Reservoir · Shadow Self · Shadow Self · Shadow Sight · Shadow Sneak Attack · Shadow Spell · Shadow Spells · Shadow's Assault · Shadow's Web · Shadowcaster Dedication · Shadowdancer Dedication · Shadows Web · Shadowy Disguise

Seize [>]

FEAT 14

archetype flourish 

Prerequisites Zombie Dedication

Requirements Your last action was a successful fist Strike against a creature no more than one size larger than you.

You seize your foe and pull it close. The foe you hit is grabbed as if you succeeded at an Athletics check to Grapple the foe.

Book of the Dead, page 61.

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Selective Energy

FEAT 6

cleric 

As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.

Core Rulebook, page 123.

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Selective Energy

FEAT 6

cleric 

As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you Cast a version of harm or heal that has an area, you can designate up to 5 creatures in the area. They are not targeted by the spell.

Player Core 1, page 117.

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Self-Destruct [R]

FEAT 12

archetype 

Prerequisites Clockwork Reanimator Dedication

Trigger Your reanimated clockwork companion is reduced to 0 Hit Points.

Requirements You're within 60 feet of your reanimated clockwork companion.

You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing 2d6 fire damage per level to all creatures in a 30-foot radius. Creatures caught in the blast can attempt a basic Reflex save, with a DC equal to the higher of your class DC or spell DC.

OoA3, page 79.

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Selfless Parry

FEAT 8

archetype 

Prerequisites Dueling Parry, Duelist Dedication

You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.

Advanced Player’s Guide, page 171.

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Selfless Parry

FEAT 8

archetype 

Prerequisites Duelist Dedication, Dueling Parry

You protect those near to you with a flash of steel and a stroke of good luck. When you’re benefiting from Dueling Parry, allies adjacent to you gain a Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.

Player Core 2, page 197.

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Semblance of Life [F]

FEAT 4

archetype divine illusion visual 

Prerequisites Mummy Dedication

Trigger You deal damage to a living creature with your fist Strike or with Desiccating Inhalation.

You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of illusory disguise, except you can appear only as yourself while you were a living humanoid.

Book of the Dead, page 52.

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Sense Alignment [>>>]

FEAT 4

archetype secret 

Prerequisites Sugroumoriand Detective Dedication

You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret Perception check, comparing the result against the target's Deception DC.

Critical Success You ascertain the target's alignment.Success You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis).Failure You do not learn the target's alignment.Critical Failure You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice).

AoE1, page 79.

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Sense Allies

FEAT 5

human 

Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.

Advanced Player’s Guide, page 47.

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Sense Allies

FEAT 5

human 

Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of reflow elements.

Player Core 1.

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Sense Chaos

FEAT 8

archetype 

Prerequisites Maefalei Dedication

You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is temporarily immune to your Sense Chaos for 1 day.

LOCG, page 84.

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Sense Evil

FEAT 8

champion 

Prerequisites tenets of good

You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.

Core Rulebook, page 113.

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Sense For Trouble

FEAT 9

catfolk 

Prerequisites Cat's Luck

You can tell when something's off. You can trigger Cat's Luck after you roll initiative, in addition to its normal trigger, to reroll your Initiative and take the higher of the two results. This still counts against Cat's Luck's frequency, as normal.

LOAG, page 20.

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Sense Good

FEAT 8

uncommon champion 

Prerequisites tenets of evil

The presence of goodness sickens you with its saccharine self-righteousness. When in the presence of an aura of good that is powerful or overwhelming, you detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. A good creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Good for 1 day.

Advanced Player’s Guide, page 120.

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Sense Ki

FEAT 12

uncommon monk 

Prerequisites ki spells

You can read the presence of ki in your area. You gain imprecise lifesense out to a range of 30 feet.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 75.

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Sense The Unseen [R]

FEAT 14

investigator 

Trigger You fail a check to Seek.

When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you're Seeking, making them merely hidden to you.

Advanced Player’s Guide, page 64.

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Sense The Unseen [R]

FEAT 14

ranger 

Trigger You fail a check to Seek.

When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you're Seeking, making them merely hidden to you.

Core Rulebook, page 175.

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Sense The Unseen [R]

FEAT 14

rogue 

Trigger You fail a check to Seek.

When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you're Seeking, making them merely hidden to you.

Core Rulebook, page 188.

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Sense The Unseen [R]

FEAT 14

ranger 

Trigger You fail a check to Seeking.

When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.

Player Core 1, page 162.

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Sense The Unseen [R]

FEAT 14

rogue 

Trigger You fail a check to Seeking.

When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.

Player Core 1, page 176.

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Sense The Unseen [R]

FEAT 14

investigator 

Trigger You fail a check to Seeking.

When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.

Player Core 2, page 112.

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Sense Thoughts

FEAT 9

uncommon elf 

Prerequisites Share Thoughts

You have an even stranger knack for knowing what other people are thinking. You can cast mind reading as an innate occult spell once per day.

LOCG, page 27.

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Senses of the Bear

FEAT 4

archetype 

While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. If you already had low-light vision, you instead gain darkvision.

Treasure Vault, page 183.

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Sensitive Nose

FEAT 1

gnoll 

Your large black nose isn't just for show. You gain imprecise scent with a range of 30 feet.

Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.

LOME, page 113.

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Sensitive Nose

FEAT 1

kholo 

Your large black nose isn't just for show. You can pick up on the faintest scents near you and Track them down. You gain imprecise scent with a range of 30 feet.

Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.

Player Core 2.

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Sentinel Dedication

FEAT 2

archetype dedication 

You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well.

Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat.

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

This feat leads to: Armor Specialist, Armored Rebuff, Mighty Bulwark, and Steel Skin.

Advanced Player’s Guide, page 191.

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Sentinel Dedication

FEAT 2

archetype dedication 

You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat.

If you have a class feature that grants you expert proficiency in unarmored defense and you’re 13th level or higher, you also become an expert in the armor types granted to you by this feat.

Player Core 2, page 215.

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Sepulchral Sublimation [>]

FEAT 14

uncommon cleric concentrate metamagic necromancy oracle wizard 

Prerequisites ability to permanently create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard

Requirements You have at least one undead minion that you permanently control.

You repurpose the negative energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's level must be half the destroyed minion's level or lower and the spell can't have a duration.

Special This feat has the trait matching your spellcasting tradition.

Book of the Dead, page 33.

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Serpent's Tongue

FEAT 1

nagaji 

You subconsciously flick your tongue through the air to taste the world around you. You gain imprecise scent with a range of 30 feet.

LOIL, page 49.

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Serpentcoil Slam [>]

FEAT 9

nagaji 

Frequency once per minute

Your people's ancient and storied rivalry with garudas led you to develop special techniques against flying foes. Make a melee Strike against a flying creature up to one size larger than you; if you hit, you use your neck or coils to smash the creature into the ground. In addition to the normal effects of your Strike, the creature moves to the nearest unoccupied ground space adjacent to you and can't Fly, levitate, or otherwise leave the ground for 1 round. On a critical hit, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

LOIL, page 50.

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Serpentine Swimmer

FEAT 9

nagaji 

Prerequisites Water Nagaji

You undulate your body in a series of sinuous serpentine motions as you swim, drastically improving the speed at which you move through the water. Your swim Speed increases from 10 feet to 25 feet.

LOIL, page 50.

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Settlement Scholastics

FEAT 4

archetype skill 

Prerequisites Archaeologist Dedication

Your studies open up new horizons. You become an expert in a Lore skill about a specific settlement; if you were already trained in that Lore skill, you also become trained in the Lore skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language.

Special You can take this feat multiple times. When you take this feat again, choose a different settlement.

Advanced Player’s Guide, page 156.

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Settlement Scholastics

FEAT 4

archetype skill 

Prerequisites Archaeologist Dedication

Your studies open up new horizons. Choose a specific settlement. You gain the Additional Lore skill feat in the Lore skill for that settlement and learn a single common or uncommon language of your choice that’s prevalent in that settlement.

Special You can take this feat multiple times. When you take this feat again, choose a different settlement.

Player Core 2, page 184.

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Sever Magic [>>]

FEAT 16

abjuration arcane esoterica thaumaturge 

Requirements You're holding an implement.

You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell. Make a Strike against an enemy. If you hit and deal damage, you attempt to counteract a single spell active on the target (your choice). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.

Dark Archive, page 47.

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Sever Space [>>]

FEAT 20

uncommon conjuration fighter flourish teleportation 

Requirements You are wielding a weapon that deals slashing damage or have an unarmed Strike that deals slashing damage.

You destroy the space between you and your targets, allowing you to strike with your melee weapons at great range. Make a melee Strike with the required weapon or unarmed attack. The attack gains an 80-foot reach for this Strike.

After the Strike, regardless of whether it succeeded, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they can negate the teleportation if they succeed at a Fortitude save against your class DC.

Fists of the Ruby Phoenix #3: King of the Mountain, page 77.

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Shadow Blending [R]

FEAT 1

fetchling illusion occult shadow 

Trigger A creature attempts a flat check to target you while you're concealed or hidden due to dim light or darkness.

You draw shadows close to create a shroud. Increase the DC of the flat check by 2.

LOAG, page 87.

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Shadow Hunter

FEAT 18

ranger 

Prerequisites Camouflage

You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you're always concealed from all foes if you choose to be, except for your hunted prey.

Core Rulebook, page 177.

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Shadow Hunter

FEAT 18

ranger 

Prerequisites Camouflage

You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey.

Player Core 1, page 163.

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Shadow Illusion

FEAT 12

archetype 

Prerequisites Shadow Magic

With an artful eye, you shape shadows into illusory forms. You gain the shadow illusion focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs.

Advanced Player’s Guide, page 192.

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Shadow Magic

FEAT 10

archetype 

Prerequisites Shadowdancer Dedication

You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: dance of darkness or shadow jump. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating within an area of dim light or darkness.

Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma.

This feat leads to: Additional Shadow Magic, Shadow Illusion, and Shadow Power.

Advanced Player’s Guide, page 192.

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Shadow Mark

FEAT 2

general skill 

Prerequisites expert in Stealth

You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

Advanced Player’s Guide, page 209.

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Shadow Mark

FEAT 2

general skill 

Prerequisites expert in Stealth

You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

Player Core 2.

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Shadow Master

FEAT 18

archetype 

Prerequisites Shadowdancer Dedication

The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from Strikes with the ghost touch property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a fortune effect.

Advanced Player’s Guide, page 192.

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Shadow Of The Wilds

FEAT 1

leshy 

It's difficult to notice your passage through wild areas. As long as you're not in an urban environment, you're always considered to be Covering Tracks, even if you chose a different activity in exploration mode.

LOCG, page 54.

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Shadow Pact

FEAT 13

human 

Prerequisites Vredaeth ethnicity

Thousands of years ago, your ancestors made a pact with Zamoulel. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level creation as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows.

LOCG, page 14.

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Shadow Power

FEAT 14

archetype 

Prerequisites Shadow Magic

You can focus the shadows into a powerful blast. You can cast shadow blast as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs.

Advanced Player’s Guide, page 192.

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Shadow Reservoir

FEAT 10

archetype 

Prerequisites ability to cast spells from spell slots, Shadowcaster Dedication

Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire.

Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot.

Spells cast from your shadow reservoir gain the shadow trait, and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff.

If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir.

This feat leads to: Secrets Of Shadow.

Secrets of Magic, page 226.

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Shadow Self

FEAT 17

halfling 

Prerequisites legendary Stealth

Frequency once per hour

Trigger You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes.

With a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else. You become invisible for 1 minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're hidden there, but they don't discover your actual location.

Advanced Player’s Guide, page 46.

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Shadow Self

FEAT 17

halfling 

Prerequisites legendary Stealth

Trigger You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes.

You slip from your adversaries' notice and appear to be somewhere else. You become invisible for single gate minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're hidden there, but they don't discover your actual location.

Player Core 1.

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Shadow Sight [>]

FEAT 9

fetchling occult transmutation 

Frequency once per hour

You draw on your connection with the Shadow Plane to see through all but the deepest darkness. You gain greater darkvision for 1 minute.

LOAG, page 88.

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Shadow Sneak Attack

FEAT 10

archetype 

Prerequisites Shadowdancer Dedication

You gain the sneak attack class feature, except you deal 1d6 precision damage regardless of your level.

Sneak attack from multiple sources isn't cumulative. If you have sneak attack from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together.

Advanced Player’s Guide, page 192.

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Shadow Spell [>]

FEAT 8

archetype metamagic shadow 

Prerequisites Shadowcaster Dedication

You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to Cast a Spell that has the shadow trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to Stealth or takes a –2 status penalty to Perception (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw.

The effects of Shadow Spell end if you use Shadow Spell again.

Secrets of Magic, page 226.

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Shadow Spells

FEAT 4

archetype 

Prerequisites Shadowcaster Dedication

Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition.

Add shadow blast, shadow siphon, and shadow walk to your spell list, as well as replicate, shadow army, shadow projectile, and shadow raid. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.

Secrets of Magic, page 226.

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Shadow's Assault

FEAT 13

fetchling 

Your shadow assaults your foes. You can cast shadow blast as a 5th-level occult innate spell once per day. At 17th level, your shadow blast is heightened to 6th level.

LOAG, page 88.

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Shadow's Web

FEAT 14

monk 

Prerequisites ki spells

Requirements You are in Clinging Shadows Initiate.

You launch a wave of shadowy ki outward from your body, damaging your opponents and potentially binding them in place. You gain the shadow's web ki spell.

Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 130.

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Shadowcaster Dedication

FEAT 2

uncommon archetype dedication 

Prerequisites ability to cast spells

You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the light trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a light spell, such as the Domain Initiate feat granting you the dazzling flash spell, you don't gain that spell.

You gain the cloak of shadow domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites.

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

This feat leads to: Disciple Of Shade, Shadow Reservoir, Secrets Of Shadow, Shadow Spell, Shadow Spells, and Unending Emptiness.

Secrets of Magic, page 226.

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Shadowdancer Dedication

FEAT 8

archetype dedication 

Prerequisites master in Stealth, expert in Performance

You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain greater darkvision. You also gain a +2 circumstance bonus to Stealth checks when you are within dim light or darkness.

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

This feat leads to: Shadow Magic, Additional Shadow Magic, Shadow Illusion, Shadow Power, Shadow Master, and Shadow Sneak Attack.

Advanced Player’s Guide, page 192.

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Shadows Web

FEAT 14

monk 

Prerequisites Clinging Shadows Initiate

You can launch a wave of shadowy qi outward from your body, damaging your opponents and potentially binding them in place. You gain the shadow’s web qi spell (page 258).

Player Core 2, page 126.

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Shadowy Disguise

FEAT 5

fetchling 

You wrap yourself in shadow to change your appearance. You can cast illusory disguise as a 1st-level occult innate spell once per day. This spell gains the shadow trait.

LOAG, page 88.

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