60 feats, from Shaegud Training to Shepherd of Desolation.
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
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.
Shaitan Magic
FEAT 9
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.
Shaitan Skin
FEAT 13
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.
FEAT 2
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.
FEAT 2
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.
Shall Not Falter, Shall Not Rout
FEAT 10
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.
FEAT 8
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.
Shameless Request
FEAT 7
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.
Shameless Request
FEAT 7
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.
Shape of the Cloud Dragon
FEAT 14
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.
Shape Of The Dragon
FEAT 14
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.
Shaped Contaminant
FEAT 12
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.
FEAT 1
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.
Sharp Fangs
FEAT 1
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.
FEAT 6
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.
FEAT 6
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.
Shatter Space
FEAT 14
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.
Shattering Blows
FEAT 16
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.
Shattering Blows
FEAT 16
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.
FEAT 12
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.
FEAT 10
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.
FEAT 16
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.
FEAT 16
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.
FEAT 10
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.
FEAT 12
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.
FEAT 5
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.
FEAT 5
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.
Sheltering Cave
FEAT 4
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.
Sheltering Slab
FEAT 5
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.
Shepherd of Desolation
FEAT 12
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.