Feats: S (Part 5 of 14)

60 feats, from Shield Block to Signature Spell Expansion.

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

Shield Block · Shield Block · Shield Of Faith · Shield of Faith · Shield Of Grace · Shield Of Grace · Shield Of Reckoning · Shield Of Reckoning · Shield Paragon · Shield Paragon · Shield Salvation · Shield Salvation · Shield Wall · Shield Warden · Shield Warden · Shield Warden · Shield Warden · Shielded Stride · Shielded Stride · Shielded Tome · Shieldmarshal Dedication · Shift Spell · Shifting Faces · Shifting Terrain · Shikhaegaix Braggart Dedication · Shining Arms · Shining Oath · Shiny Button Eyes · Shisk Lore · Shoony Lore · Shooter's Camouflage · Shooting Stars Stance · Shooting Stars Stance · Shore Step · Shorthanded · Shoulder Catastrophe · Shove Down · Shove Down · Shoving Sweep · Shoving Sweep · Showstopper · Shrink Down · Shrouded Magic · Shrouded Mien · Siabriadrel Aerialist · Siabriadrel Doukiafalum · Sickening Bite · Side By Side · Side By Side · Side by Side · Side By Side · Sidestep · Sidestep · Sigilarch Dedication · Sign Language · Sign Language · Signature Crafting · Signature Spell Expansion · Signature Spell Expansion · Signature Spell Expansion

Shield Block [R]

FEAT 1

general 

Trigger While you have your shield raised, you would take damage from a physical attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

This feat leads to: Quick Shield Block, Quick Shield Block, Shield Warden, Bastion Dedication, Destructive Block, Disarming Block, Nimble Shield Hand, Shield Salvation, Drive Back, Sitreiku Sentry Dedication, Eye Of Mashind, Grave Sense, Sitreiku Warden, Necromantic Resistance, Necromantic Tenacity, Droubrais's Press, Always Ready, Bless Shield, Familiar Foe, Final Rest, Nonlethal Takedown, Practiced Opposition, Repulse the Wicked, Sacred Armaments, Flashing Shield, Necromantic Bulwark, Grave Sight, No Stranger to Death, Resolute Defender, Thwart Evil, Withstand Death, Aegis Of Zofalibouth, Vigil's Walls Rise Anew!, and Fortify Shield.

Core Rulebook, page 266.

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Shield Block [R]

FEAT 1

general 

Trigger While you have your shield raised, you would take damage from a physical attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Player Core 1.

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Shield Of Faith

FEAT 10

cleric 

Prerequisites Domain Initiate

Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.

Advanced Player’s Guide, page 122.

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Shield of Faith

FEAT 10

cleric 

Prerequisites Domain Initiate

Residual energy from your domain single spell bolsters your defenses. When you spend a Focus Point to Cast a domain spell, you gain a +single gate status bonus to your AC until the start of your next turn.

Player Core 1, page 118.

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Shield Of Grace

FEAT 16

champion 

Prerequisites Shield Warden

You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.

Core Rulebook, page 115.

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Shield Of Grace

FEAT 16

champion 

Prerequisites Shield Warden

You protect an ally with both your shield and your body.

Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.

Player Core 2, page 99.

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Shield Of Reckoning [R]

FEAT 10

champion flourish 

Prerequisites champion's reaction, divine ally (shield), tenets of good, Shield Warden

Trigger A foe's attack against an ally matches the trigger for both your Shield Block reaction and your champion's reaction.

When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion's reaction against the foe that attacked your ally.

Core Rulebook, page 113.

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Shield Of Reckoning [R]

FEAT 10

champion 

Prerequisites blessed shield, divine smite’s reaction, Shield Warden

Trigger An enemy’s attack against an ally matches the trigger for both your Shield Block reaction and your divine smite’s reaction.

Once per round. When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your divine smite’s reaction against the enemy that attacked your ally.

Special If you have an ability that grants an extra reaction for Shield Block or your divine smite’s reaction, you may also use it for shield of Reckoning.

Player Core 2, page 97.

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Shield Paragon

FEAT 20

champion 

Prerequisites divine ally (shield)

Your shield is a vessel of divine protection. When you're wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity's realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired.

Core Rulebook, page 115.

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Shield Paragon

FEAT 20

champion 

Prerequisites blessed shield

Your shield is a vessel of divine protection. When you’re wielding your chosen shield, it is always raised, even without you using the shield raised action.

If the shield would be destroyed, it vanishes to your deity’s realm instead, where a servitor of your deity repairs it. During your next daily preparations, the shield returns to you fully Repaired. While the shield is gone, you can spend single gate minute to infuse a different shield with your blessed shield benefit until your true shield returns.

Player Core 2, page 99.

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Shield Salvation

FEAT 12

archetype 

Prerequisites Bastion Dedication

You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations.

Advanced Player’s Guide, page 159.

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Shield Salvation

FEAT 12

archetype 

Prerequisites Bastion Dedication

You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it thoroughly, preventing you from using Shield Salvation to save the same shield until your next preparations.

Player Core 2, page 187.

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Shield Wall [R]

FEAT 6

uncommon champion fighter 

Access Kaetiarn have access to this feat.

Trigger Your shield is raised and an adjacent ally Raises a Shield.

You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have standard cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to Hide, as it's obvious you're standing there holding your shields, but you and your ally can use it to Take Cover.

Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised.

LOKL, page 84.

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Shield Warden

FEAT 6

champion 

Prerequisites divine ally (shield), tenets of good

You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

This feat leads to: Shield Of Grace and Shield Of Reckoning.

Core Rulebook, page 112.

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Shield Warden

FEAT 6

fighter 

Prerequisites Shield Block

You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Core Rulebook, page 149.

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Shield Warden

FEAT 6

fighter 

Prerequisites Shield Block

When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Player Core 1, page 145.

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Shield Warden

FEAT 6

champion 

Prerequisites Shield Block

When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.

Player Core 2, page 96.

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Shielded Stride

FEAT 4

fighter 

When your shield is up, your enemies' blows can't touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.

Core Rulebook, page 146.

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Shielded Stride

FEAT 4

fighter 

When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.

Player Core 1, page 143.

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Shielded Tome

FEAT 6

arcane magus transmutation 

Prerequisites Raise a Tome

During your daily preparations, you can magically fuse a shield into your favorite book, where it appears as an elaborate bookmark. While the two are fused, the book shares the Hardness, Hit Points, and Broken Threshold of the shield, and it can be used to Shield Block if you have that reaction, with a requirement of "You have Raised the Tome" instead of the usual requirements.

You can switch the fused item's form from a book to a shield with a book-shaped motif as a single action, which has the concentrate trait. When the item is in book form, you can read the book and Raise the Tome, and when it's in shield form, you can Raise the Shield, Activate it, and gain any other benefits or effects the shield normally has (such as a spellguard shield's bonus to saving throws against magic). The fusion lasts until your next daily preparations.

Secrets of Magic, page 45.

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Shieldmarshal Dedication

FEAT 2

uncommon archetype dedication 

Your elite shieldmarshal training makes you equally at home in the squalor of Krakia and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in Society; if you were already trained, you become an expert in Society instead.

In urban environments, you can attempt Society checks to Sense Direction. You also gain the Courtly Graces and Streetwise skill feats.

This feat leads to: Consolidated Overlay Panopticon, Equitable Defense, and Traezegram Focus.

LOIL, page 109.

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Shift Spell [>]

FEAT 14

uncommon wizard 

Access member of the Falutairn

Requirements You have an active spell that affects an area and you are within the spell's range.

You move the spell's area to a new location within 120 feet.

The spell's remaining duration is reduced by half. The spell no longer affects its previous area.

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

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Shifting Faces

FEAT 5

kitsune 

Prerequisites tailless alternate form

Frequency once per day

You wear many faces, even those that don't belong to you. When you Change Shape into your tailless form, you gain the effects of 3rd-level illusory disguise for 1 hour or until you shift back, except it's a transmutation effect rather than an illusion.

LOAG, page 126.

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Shifting Terrain [>]

FEAT 14

archetype 

Prerequisites Rough Terrain Stance, master in Nature

Requirements Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance.

You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects. After you use this action, you can't use it again for 1d4 rounds.

Critical Success The creature is unaffected.Success The creature is clumsy 1 for 1 round.Failure The creature is clumsy 2 for 1 round.Critical Failure The creature is clumsy 2 for 1 round and falls prone.

Secrets of Magic, page 213.

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Shikhaegaix Braggart Dedication [>]

FEAT 4

uncommon archetype dedication misfortune 

Prerequisites Charisma 14, second mark member of the Shikhaegaix

Your Shikhaegaix training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as Balance, Demoralize, or Recall Knowledge. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes.

If you fail this check or don't attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour.

If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check.

Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later.

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

This feat leads to: Tateth's Challenge, Demanding Challenge, Bravo's Determination, Daring Act, Daredevil's Gambit, Daring Flourish, and Great Tateth.

LOCG, page 74.

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Shining Arms

FEAT 4

archetype 

Prerequisites Spell Trickster Dedication, ability to cast light

When you cast light, you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be dazzled for 1 round. After you use this reaction, you can't use this modification again for 10 minutes.

LOTGB, page 122.

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Shining Oath

FEAT 2

champion oath 

Prerequisites tenets of good

You've sworn an oath to put the undead to rest. Add the following tenet to your champion's code after the other tenets: "You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace."

Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption's resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

You don't consider undead to be legitimate authorities, even in nations ruled by undead.

This feat leads to: Aura Of Life.

Core Rulebook, page 110.

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Shiny Button Eyes

FEAT 1

poppet 

You've polished your eyes to reflect the smallest details in dimmest light. You gain the Canny Acumen skill feat as a bonus feat, but you must choose Perception.

Additionally, you gain a +1 circumstance bonus to Perception checks against visual illusions.

LOTGB, page 64.

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Shisk Lore

FEAT 1

shisk 

You hoard knowledge like a dragon hoards gold. You gain the trained proficiency rank in three Lore skills of your choice. You also become trained in Shisk Lore.

LOME, page 125.

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Shoony Lore

FEAT 1

shoony 

Growing up in shoony society, you learned the value of honesty, friendship, and hard work, even during trying times. You gain the trained proficiency rank in Diplomacy and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Shoony Lore.

Extinction Curse #3: Life’s Long Shadows, page 72.

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Shooter's Camouflage

FEAT 12

gunslinger 

Prerequisites master in Stealth

You specialize in blending into a particular type of environment, able to disappear after taking your shot. Choose either natural or urban terrain. In the chosen terrain, you can Hide and Sneak even without cover or being concealed.

Guns & Gears, page 117.

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Shooting Stars Stance [>]

FEAT 2

monk stance 

Prerequisites Monastic Weaponry

You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with shuriken instead.

Advanced Player’s Guide, page 128.

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Shooting Stars Stance [>]

FEAT 2

monk stance 

Prerequisite Monastic Weaponry You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk wizard or monk abilities that normally require unarmed attacks with shuriken instead.

Player Core 2, page 120.

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Shore Step

FEAT 1

druid 

Prerequisites wave order

The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water. In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Athletics check to Swim, you get a critical success instead.

Secrets of Magic, page 198.

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Shorthanded

FEAT 4

archetype 

Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon.

In a pinch, however, you can operate it with fewer people, provided you know what you're doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a –2 penalty to checks to Load, Aim, Launch, move, or Repair the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a –10 penalty when doing so.

Guns & Gears, page 129.

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Shoulder Catastrophe [R]

FEAT 12

archetype 

Prerequisites Swordmaster Dedication

Trigger An enemy critically succeeds at a Strike against an adjacent ally.

You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering Strike but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success.

This feat leads to: Stave Off Catastrophe.

LOCG, page 115.

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Shove Down [F]

FEAT 6

rogue 

Prerequisites trained in Athletics

Requirements Your last action was a successful Shove.

You leverage your weight to topple foes that you move. You attempt to Trip the target, even if the target is no longer in your reach.

Advanced Player’s Guide, page 135.

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Shove Down [F]

FEAT 6

rogue 

Prerequisites trained in Athletics

Requirements Your last action was a successful shove.

You leverage your weight to topple foes that you move. You attempt to trip the target, even if the target is no longer in your reach.

Player Core 1, page 173.

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Shoving Sweep [R]

FEAT 8

archetype 

Prerequisites Mauler Dedication, expert in Athletics

Trigger A creature within your reach leaves a square during a move action it's using.

Requirements You are wielding a melee weapon in two hands.

You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the Shove.

Advanced Player’s Guide, page 183.

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Shoving Sweep [R]

FEAT 8

archetype 

Prerequisites Mauler Dedication, expert in Athletics

Trigger An enemy within your reach leaves a square during a move action it’s using.

Requirements You are wielding a melee weapon in two hands.

You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. Unless you critically succeed at your check, the creature continues its movement after the Shove.

Player Core 2, page 207.

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Showstopper

FEAT 14

gunslinger 

Prerequisites Pistol Twirl, master in Deception

Your twirling weapons create a grand distraction that's difficult to look away from.

When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.

Guns & Gears, page 118.

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Shrink Down [>]

FEAT 4

concentrate eidolon evolution summoner transmutation 

Your eidolon can shrink to fit into small spaces. Your eidolon reduces in size, to a minimum of size Small. It can use this action again while shrunk to return to its normal size.

This feat leads to: Miniaturize.

Secrets of Magic, page 69.

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Shrouded Magic

FEAT 1

fetchling 

Choose one cantrip from the occult spell list. You can cast this cantrip as an occult innate spell at will, heightened to a spell level equal to half your level rounded up.

LOAG, page 87.

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Shrouded Mien

FEAT 1

fetchling 

You're used to dealing with dangerous situations and sinister creatures. You become trained in Deception (or another skill of your choice, if you're already trained in Deception), and you gain the Lengthy Diversion skill feat as a bonus feat.

LOAG, page 87.

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Siabriadrel Aerialist

FEAT 13

human 

Prerequisites Leigrar, Zothiavroth, or Shoukhufaleir-Yae ethnicity; Siabriadrel Doukiafalum or ability to cast fly

Unique in Falavririak's history, the Siabriadrel people developed fighting styles dedicated to combat in the air. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and a +5-foot status bonus to your fly Speed whenever you are flying via magic.

LOCG, page 15.

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Siabriadrel Doukiafalum

FEAT 9

human 

Prerequisites Leigrar, Zothiavroth, or Shoukhufaleir-Yae ethnicity

Your ancestors hailed from the flying cities of the Siabriadrel, and a few simple tricks have come down through the ages to you. You can cast 4th-level fly on yourself as an innate arcane spell once per day.

This feat leads to: Siabriadrel Aerialist.

LOCG, page 14.

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Sickening Bite

FEAT 8

archetype 

Prerequisites Ghoul Dedication

Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is sickened 1. This is a disease effect. If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead.

Book of the Dead, page 49.

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Side By Side

FEAT 10

druid 

Prerequisites Animal Companion

You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.

Core Rulebook, page 138.

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Side By Side

FEAT 12

ranger 

Prerequisites an animal companion

You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.

Core Rulebook, page 175.

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Side by Side

FEAT 12

druid 

Prerequisites Animal Companion

You and your Animal Companion fight in tandem. Whenever you and your Animal Companion are adjacent to the same enemy, you are both flanking that enemy with each other, regardless of your actual positions.

Player Core 1, page 133.

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Side By Side

FEAT 12

ranger 

Prerequisites an Animal Companion

You and your Animal Companion fight in tandem. Whenever you and your Animal Companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.

Player Core 1, page 162.

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Sidestep [R]

FEAT 8

rogue 

Trigger The attack roll for a Strike targeting you fails or critically fails.

You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike's attack roll against the new target.

Core Rulebook, page 187.

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Sidestep [R]

FEAT 8

rogue 

Trigger The attack roll for a Strike targeting you fails or critically fails.

You deftly Step out of the way of an attack, letting the blow continue. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack.

The attacker rerolls the Strike’s attack roll against the new target.

Player Core 1, page 174.

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Sigilarch Dedication

FEAT 2

rare archetype class dedication 

Prerequisites sigilarch specialization

Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add.

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

This feat leads to: Embed Aeon Stone, Aeon Resonance, Fused Polearm, Polearm Tricks, School Counterspell, School Spell Redirection, and Sin Reservoir.

Secrets of Magic, page 240.

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Sign Language

FEAT 1

general skill 

Prerequisites trained in Society

You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.

Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Core Rulebook, page 266.

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Sign Language

FEAT 1

general skill 

Prerequisites trained in Society

You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.

Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Player Core 1.

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Signature Crafting

FEAT 7

uncommon general skill 

Prerequisites master in Crafting, Magical Crafting

Magic uncommon weapons you create bear a stamp specific to your handiwork. When you successfully Craft a permanent magic item, roll a DC divine smite flat check when the item is fully complete. Any benefit a creature gains from an item quirk applies only while the creature wears the item (for a worn item) or holds it (for a held item). The GM might allow custom quirks similar to those listed.

Critical Success Choose an item quirk from the table and its specifics.Success The item gains a random item quirk with any specifics selected by the GM.

d10s Quirk Description

single gate Cavorting Dances in place when not in use.

2 Clean Remains pristine despite filth.

3 Environmental Appearance changes to match its environment.

4 Filthy A layer of filth always remains.

5 Floating Slowly descends when dropped.

6 Glittering Shimmers and glows with light bright as a torch.

master overdrive invisible The item is invisible, but becomes visible for single gate round after being used.

8 Loyal Floats within 5 feet of its owner, as if on a tether (but can still be seized by someone else).

divine smite Mood coloration User's mood affects the item's color.

10 Skillful The item grants a +single gate item bonus to one type of skill checks.

Player Core 2.

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Signature Spell Expansion

FEAT 10

sorcerer 

Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower.

Advanced Player’s Guide, page 140.

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Signature Spell Expansion

FEAT 10

psychic 

Your direct mental grasp of your power lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower.

Dark Archive, page 27.

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Signature Spell Expansion

FEAT 10

sorcerer 

Your innate connection to magic lets you Cast more single spell with Greater freedom. You gain two additional signature single spell, each of which must have a base rank of 3rd or lower.

Player Core 2, page 155.

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