Feats: S (Part 4 of 14)

60 feats, from Shaegud Training to Shepherd of Desolation.

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

Shaegud Training · Shaitan Magic · Shaitan Skin · Shake It Off · Shake It Off · Shall Not Falter, Shall Not Rout · Shamble · Shameless Request · Shameless Request · Shape of the Cloud Dragon · Shape Of The Dragon · Shaped Contaminant · Shard Strike · Share Burden · Share Eidolon Magic · Share Rage · Share Rage · Share Thoughts · Share Tincture · Share Weakness · Shared Assault · Shared Assault · Shared Attunement · Shared Avoidance · Shared Avoidance · Shared Avoidance · Shared Clarity · Shared Clarity · Shared Clarity · Shared Dream · Shared Luck · Shared Luck · Shared Overdrive · Shared Prey · Shared Prey · Shared Replenishment · Shared Replenishment · Shared Replenishment · Shared Sight · Shared Stratagem · Shared Stratagem · Shared Synergy · Shared Warding · Sharp Fangs · Shatter Defenses · Shatter Defenses · Shatter Space · Shattering Blows · Shattering Blows · Shattering Shot · Shattering Strike · Shattering Strike · Shattering Strike · Shattering Strike · Shattershields · Shed Tail · Shed Tail · Sheltering Cave · Sheltering Slab · Shepherd of Desolation

Shaegud Training

FEAT 12

rare archetype 

Prerequisites Rushoux's Grip, Advanced Tranithair Mantis Magic

To resurrect a creature you've slain, a spellcaster must counteract your influence on its death. The DC of this check is equal to your class DC or spell DC, whichever is higher.

In addition, add two 5th-level spells to your Tranithair Mantis assassin spellbook—both spells must be chosen from the following options: death ward, drop dead, false vision, hallucination, illusory scene, mind probe, or sending. You gain a 5th-level spell slot that you can use to prepare a spell from your Tranithair Mantis assassin spellbook.

LOL, page 58.

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Shaitan Magic

FEAT 9

oread 

The magic of shaitans runs through your blood. You can cast glitterdust and resist energy once per day each as 2nd-level arcane innate spells.

LOAG, page 108.

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Shaitan Skin

FEAT 13

oread 

When in danger, you can harden the stone in your skin into armor, much like a shaitan. You can cast stoneskin on yourself only, 3 times per day as a 4th-level arcane innate spell.

LOAG, page 108.

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Shake It Off [>]

FEAT 2

barbarian concentrate rage 

You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.

Core Rulebook, page 89.

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Shake It Off [>]

FEAT 2

barbarian concentrate rage 

You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by single gate, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a Failure (but not on a critical Failure), by 2 on a success, or by 3 on a critical success.

Player Core 2, page 78.

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Shall Not Falter, Shall Not Rout

FEAT 10

rare archetype 

Prerequisites Knight Reclaimant Dedication

You gain the shall not falter, shall not rout 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 recite the Crimson Oath and meditate on its teachings. If you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs and your spellcasting ability is Charisma.

LOL, page 69.

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Shamble [>>] OR [>>>]

FEAT 8

archetype 

Prerequisites Zombie Dedication

You may be slower than you were in life, but your pace is unfaltering. Stride twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain.

You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a DC 6 flat check when you finish Shambling or your body deteriorates.

Book of the Dead, page 61.

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Shameless Request

FEAT 7

general skill 

Requirements master in Diplomacy.

You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Core Rulebook, page 266.

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Shameless Request

FEAT 7

general skill 

Prerequisites master in Diplomacy

You can downplay the consequences or outrageousness of your Requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous Requests by 2, and if you roll a critical Failure for your Request, you get a Failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of Requests, even though they still have a positive attitude toward you.

Player Core 1.

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Shape of the Cloud Dragon

FEAT 14

uncommon archetype 

Prerequisites Dragon Disciple Dedication

You've discovered how to transform yourself into a cloud dragon. Once per day, you can cast 7th-level dragon form as an innate arcane spell, transforming into a cloud dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. On a critical hit with an unarmed Strike gained from dragon form, you recharge the spell's breath weapon immediately.

While in this form, you gain the following cloud dragon–specific abilities:

Special You can use this feat in place of Shape of the Dragon to fulfill feat requirements.

This feat leads to: Mighty Dragon Shape.

Strength of Thousands #3: Hurricane’s Howl, page 79.

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Shape Of The Dragon

FEAT 14

archetype 

Prerequisites Dragon Disciple Dedication

You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level dragon form as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level.

Any time you score a critical hit with an unarmed Strike gained from dragon form, you recharge the spell's breath weapon immediately.

This feat leads to: Mighty Dragon Shape.

Advanced Player’s Guide, page 169.

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Shaped Contaminant

FEAT 12

uncommon alchemist 

Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely. When you activate an inhaled poison, you can cause it to fill a 20-foot line that's 5 feet tall rather than a 10-foot cube. You gain a +3 status bonus to saving throws against inhaled poisons that you activate.

Age of Ashes #5: Against the Scarlet Triad, page 78.

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Shard Strike [>>]

FEAT 1

impulse kineticist metal primal 

Jagged metal shards form in the air and lash out from you. You choose shards or spines, which changes the area, damage type, and critical failure effect. Each creature in the area attempts a basic Reflex save against your class DC. Shards deal 1d6 slashing damage in a 15-foot cone, and a creature that critically fails takes 1d6 persistent bleed damage. Spines deal 1d6 piercing damage in a 30-foot line, and a creature that critically fails is clumsy 1 until the start of your next turn.

Level (+2) The damage increases by 1d6.

Rage of Elements, page 30.

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Share Burden [R]

FEAT 6

archetype 

Prerequisites Curse Maelstrom Dedication

Trigger An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but you are an eligible target for the effect.

You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering curse or misfortune effect affects you.

Dark Archive, page 169.

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Share Eidolon Magic

FEAT 14

summoner 

Prerequisites Magical Understudy

Your eidolon shares innate spells with you. You can cast the innate spells your eidolon gained from Magical Understudy, Magical Adept, and Magical Master. You and your eidolon share the same daily uses of these innate spells.

Secrets of Magic, page 72.

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Share Rage [>]

FEAT 8

auditory barbarian rage visual 

Requirements You haven't used this ability since you last Raged.

You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions.

This feat leads to: Contagious Rage.

Core Rulebook, page 91.

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Share Rage [>]

FEAT 8

auditory barbarian rage visual 

Requirements You haven’t used this ability since you last Raged.

You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the rage action, except it can still use concentrate skill action. It doesn’t get any added benefits from your instinct, wizard, or the like.

Player Core 2, page 81.

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Share Thoughts

FEAT 1

elf 

Prerequisites Stoumokror, Saetreind, or Thudeimored ethnicity

You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers. You can cast mindlink as an innate occult spell once per day, but you can target only other elves or half-elves.

This feat leads to: Sense Thoughts.

LOCG, page 26.

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Share Tincture [>]

FEAT 12

investigator 

Prerequisites alchemical sciences methodology

You use Quick Tincture, and the item you create remains potent until the start of your next turn. Then you can Interact to pass the item to another creature. If you pass it by throwing it, your ranged attack automatically succeeds. You must have a versatile vial to use Quick Tincture, as normal.

Player Core 2, page 112.

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Share Weakness [>]

FEAT 10

esoterica manipulate thaumaturge 

Prerequisites Exploit Vulnerability, mortal weakness

Requirements You are Exploiting a creature's Vulnerability using mortal weakness.

You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.

Dark Archive, page 45.

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Shared Assault

FEAT 12

bard 

Prerequisites Courageous Assault

In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the Strike granted by that action, another ally affected by your inspire courage composition spell can immediately use a reaction to make a melee Strike. Since the second ally wasn't the ally you chose for Courageous Assault, this effect doesn't continue to a third ally, even if the second ally also critically succeeds at their Strike.

Advanced Player’s Guide, page 114.

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Shared Assault

FEAT 12

bard 

Prerequisites Courageous Assault

In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the Strike granted by that action, another ally affected by your courageous anthem composition spell can immediately use a reaction to make a melee Strike. This effect doesn't continue to a third ally, even if the second ally also critically succeeds.

Player Core 1, page 105.

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Shared Attunement

FEAT 4

archetype 

Prerequisites Geomancer Dedication

When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself.

This has no effect if the terrain attunement affects your foes instead of granting you a benefit.

Secrets of Magic, page 212.

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Shared Avoidance

FEAT 10

cleric 

Prerequisites Premonition of Avoidance

You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 15 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.

Advanced Player’s Guide, page 122.

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Shared Avoidance

FEAT 10

cleric 

Prerequisites Premonition of Avoidance

You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 20 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.

Player Core 1, page 118.

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Shared Avoidance

FEAT 12

druid 

Prerequisites Animal Companion

You share your defensive training with your companion. Your Animal Companion gains your evasion class feature. If you have improved evasion, your companion gains that class feature instead.

Player Core 1, page 133.

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Shared Clarity

FEAT 18

cleric 

Prerequisites Premonition of Clarity

You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.

Advanced Player’s Guide, page 123.

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Shared Clarity

FEAT 18

cleric 

Prerequisites Premonition of Clarity

You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.

Player Core 1, page 121.

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Shared Clarity

FEAT 14

druid 

Prerequisites Premonition of Clarity

You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.

Player Core 1, page 134.

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Shared Dream

FEAT 16

archetype 

Prerequisites Sleepwalker Dedication

You've learned to create a shared dreamscape to communicate with others. You can cast dream council as an innate occult spell.

Dark Archive, page 207.

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Shared Luck

FEAT 9

catfolk 

Prerequisites Cat's Luck

When you use Cat's Luck to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result.

Advanced Player’s Guide, page 11.

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Shared Luck

FEAT 5

halfling 

Prerequisites Halfling Luck

You are evidence that it's lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it's worse than their first roll. If you have Guiding Luck, you can't use Guiding Luck's effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally.

LOCG, page 45.

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Shared Overdrive

FEAT 12

inventor 

Prerequisites Overdrive Ally

You've experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your Overdrive. The first time you use Overdrive Ally during a given Overdrive, the effect lasts for the remainder of the duration of your Overdrive, instead of just until the end of the target's next turn. Any further uses of Overdrive Ally during the same Overdrive have their normal duration, per Overdrive Ally.

Guns & Gears, page 30.

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Shared Prey

FEAT 14

ranger 

Prerequisites Double Prey, Warden's Boon

Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter's edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again.

This feat leads to: Triple Threat.

Core Rulebook, page 175.

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Shared Prey

FEAT 14

ranger 

Prerequisites Double Prey, Warden’s Boon

Hunting as a duo, you and your ally both single gate out your prey.

When you use hunted prey and select only one prey, you can grant your hunted prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use hunted prey again.

Player Core 1, page 162.

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Shared Replenishment

FEAT 12

cleric 

Prerequisites Replenishment of War

When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.

Core Rulebook, page 125.

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Shared Replenishment

FEAT 12

cleric 

Prerequisites Replenishment of War

When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single gate turn.

Player Core 1, page 119.

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Shared Replenishment

FEAT 18

druid 

Prerequisites Replenishment of War

Your healing in combat restores your allies' strength as well as their health. When you gain temporary Hit Points from Replenishment of War, allies within 10 feet of you gain the same number of temporary Hit Points.

Player Core 1, page 134.

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Shared Sight [>]

FEAT 12

uncommon bard concentrate metamagic sorcerer 

Access Kaetiarn have access to this feat.

Prerequisites Soulsight

You bestow the mystical vision granted to you by your muse upon your allies. If your next action is to cast a non-cantrip spell that affects one or more of your allies, all affected allies gain your spiritsense for 1 minute.

LOKL, page 85.

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Shared Stratagem

FEAT 2

investigator 

The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn.

This feat leads to: Didactic Strike.

Advanced Player’s Guide, page 61.

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Shared Stratagem

FEAT 2

investigator 

The plans you make include your allies as well as yourself.

When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is off-guard to that ally on the next attack that ally makes against that creature before the start of your next turn.

Player Core 2, page 107.

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Shared Synergy

FEAT 10

archetype 

Prerequisites Dualistic Synergy

You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to Recall Knowledge, granting that ally temporary Hit Points, or both, depending on the spell's tradition.

LOCG, page 104.

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Shared Warding

FEAT 12

thaumaturge 

Prerequisites Esoteric Warden

You ward your allies from the attacks of your foes whenever you apply those protections to yourself. When you gain a status bonus to AC and saves from Esoteric Warden, you can choose to grant the same benefit to all allies within 30 feet.

Dark Archive, page 46.

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Sharp Fangs

FEAT 1

lizardfolk 

Your teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage.

This feat leads to: Envenom Fangs.

LOCG, page 58.

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Shatter Defenses [>]

FEAT 6

fighter press 

Requirements A frightened creature is in your melee reach.

Your offense exploits your enemy's fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn.

Core Rulebook, page 149.

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Shatter Defenses [>]

FEAT 6

fighter press 

Requirements A frightened creature is in your melee reach.

Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes off-guard until its frightened condition ends. If the target was already off-guard to you when you damaged it with this Strike, it can’t reduce its frightened value below single gate until the start of your next turn.

Player Core 1, page 145.

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Shatter Space

FEAT 14

amp psychic 

The sheer power of your magic fractures reality. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast.

Amp You or one target of the spell are surrounded by a spiral of torn space. This is an aura, and you choose the radius of the emanation, up to 20 feet. A creature that starts its turn in the aura or enters the aura during its turn takes 1d6 slashing damage for every level of the amped psi cantrip, with a basic Reflex save against your spell DC. If the creature critically fails, the torn space throws it off balance and it falls prone.The aura lasts until the beginning of your next turn. You can choose whether the aura affects the creature emitting it.

Dark Archive, page 28.

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Shattering Blows

FEAT 16

barbarian rage 

Your forceful blows shatter objects with ease. While you are raging, your melee Strikes ignore 5 points of an object's Hardness. If you have the devastator class feature, you instead ignore 10 points of an object's Hardness.

Advanced Player’s Guide, page 111.

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Shattering Blows

FEAT 16

barbarian rage 

Your forceful blows shatter objects with ease. While you are raging, damage from your melee Strikes ignores the first 5 Hardness of an object. If you have the devastator class feature, the damage instead ignores the first 10 points Hardness of an object.

Player Core 2, page 85.

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Shattering Shot [>]

FEAT 12

gunslinger 

Requirements You're wielding a loaded firearm or loaded crossbow and are wearing or holding an alchemical bomb.

You fling a bomb into the air and then shoot it with your gun before it falls, raining destruction down over a wide area. If necessary, you Interact to draw the bomb and regrip your weapon. You throw your bomb to the corner of a square within your firearm's first range increment and shoot it with your firearm. All creatures in a 15-foot burst of the bomb take the bomb's normal damage with a basic Reflex save against your class DC. They don't take any splash or persistent damage the bomb would deal normally.

Guns & Gears, page 117.

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Shattering Strike [R]

FEAT 10

archetype 

Prerequisites Improvised Pummel

Trigger An improvised weapon that you are wielding becomes broken as a result of a critical success on an Improvised Pummel.

The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal.

Advanced Player’s Guide, page 199.

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Shattering Strike [>>]

FEAT 16

monk 

The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target's resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.

Core Rulebook, page 165.

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Shattering Strike [>>]

FEAT 16

monk 

The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.

Player Core 2, page 127.

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Shattering Strike [R]

FEAT 10

archetype 

Prerequisites Improvised Pummel

Trigger An improvised weapon you are wielding becomes broken as a result of a critical success on an Improvised Pummel.

The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn’t double from the critical hit, as normal.

Player Core 2, page 221.

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Shattershields [>]

FEAT 12

impulse kineticist metal primal stance 

Four plates of pitted metal float around you to intercept attacks. You and allies in your kinetic aura gain a +1 circumstance bonus to AC. When any creature with this bonus would take damage from a physical attack, one of the plates reduces the damage by its Hardness of 5. If the damage exceeds the Hardness, that plate is destroyed. You can replenish all destroyed plates as a single action that has the concentrate trait.

Level (+2) The Hardness increases by 1.

Rage of Elements, page 31.

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Shed Tail [R]

FEAT 5

lizardfolk 

Prerequisites Tail Whip

Trigger You become grabbed.

Requirements You have a fully grown tail.

You can shed your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 week for your tail to fully grow back. Until it does, you can't use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.

LOCG, page 59.

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Shed Tail [R]

FEAT 5

lizardfolk 

Prerequisites Kibrebos Armaments (Tail)

Trigger You become grabbed.

Requirements You have a fully grown tail.

You can shed a portion of your tail to Escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes single gate day for your tail to fully grow back. Until it does, you can't use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.

Player Core 2.

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Sheltering Cave

FEAT 4

conjuration druid earth exploration primal 

Prerequisites stone order

Requirements You're standing on ground composed of earth, stone, or a similar material.

You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the structure trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements. The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close.

Secrets of Magic, page 199.

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Sheltering Slab

FEAT 5

dwarf 

The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't flat-footed against attacks as a result of being flanked. This works even if you are at the outside corner of the wall.

Advanced Player’s Guide, page 42.

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Shepherd of Desolation

FEAT 12

archetype aura 

Prerequisites Knight Reclaimant Dedication, Survivor of Desolation

You know how to keep others alive in the Staemorn' murkiest shadows. Allies within 10 feet of you gain the benefit of Survivor of Desolation. If you are a champion, this aura is a champion aura, even though you gained it from Knight Reclaimant instead of a champion feat or feature.

LOKL, page 76.

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