Feats: S (Part 6 of 14)

60 feats, from Signature Synergy to Slayer's Blessing.

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

Signature Synergy · Signifer Armor Expertise · Signifer's Sight · Silencing Strike · Silencing Strike · Silent Spell · Silent Step · Silent Step · Silent Sting · Silent Stone · Silver's Refrain · Simple Crystal Magic · Sin Reservoir · Sing To The Steel · Sinister Appearance · Sink and Swim · Siphon Life · Siphon Power · Siphon Power · Siphoning Touch · Sitreiku Sentry Dedication · Sitreiku Warden · Six Pillars Stance · Sixth Pillar Dedication · Sixth Pillar Mastery · Sixth Sense · Skeletal Resistance · Skeletal Transformation · Skeleton Commander · Skill Mastery · Skill Mastery · Skill Mastery · Skill Mastery · Skill Training · Skill Training · Skilled Climber · Skilled Partner · Skillful Climber · Skillful Tail · Skillful Tail · Skillful Tail · Skim Scroll · Skim Scroll · Skin Split · Skirmish Strike · Skirmish Strike · Skirmish Strike · Skirmish Strike · Skirt The Light · Skitter · Skittering Scuttle · Skittering Sneak · Skittertalk · Skull Creeper · Sky And Heaven Stance · Sky and Heaven Stance · Sky Master Mask · Slag May · Slam Down · Slayer's Blessing

Signature Synergy

FEAT 14

archetype 

Prerequisites Advanced Synergy

Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list: Airborne Form, Burrowing Form, Ever-Vigilant Senses, or Hulking Size. For the purpose of meeting its prerequisites, your summoner level is equal to your character level – 4.

Secrets of Magic, page 77.

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Signifer Armor Expertise

FEAT 12

archetype 

Prerequisites Maefalei Signifer Dedication

You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor.

LOCG, page 85.

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Signifer's Sight

FEAT 10

archetype 

Prerequisites Maefalei Signifer Dedication

The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain darkvision. Additionally, if you are dazzled while wearing your signifer's mask and the target is concealed only because you are dazzled, you reduce the flat check DC to target that creature from 5 to 3.

LOCG, page 85.

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Silencing Strike [>]

FEAT 10

barbarian incapacitation rage 

A quick strike to the face or mouth silences your opponent. Make a melee Strike against a foe. The foe must succeed at a Fortitude save against your class DC.

Success The target is unaffected.Failure The target is dazed and can barely vocalize. It's stunned 1 and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or supply verbal spellcasting components until the end of its next turn.Critical Failure As failure, but the creature is stunned 3 instead of stunned 1.

Advanced Player’s Guide, page 110.

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Silencing Strike [>]

FEAT 10

barbarian incapacitation rage 

A quick Strike to the face or mouth silences your opponent.

Make a melee Strike against an enemy. If it hits, the enemy Success The target is unaffected.

Failure The target is dazed and can barely vocalize. It’s stunned 1 and its speech is raspy and hard to understand.

skill action or Cast a Spell, unless the spell has the subtle trait.

Critical Failure As Failure, but the creature is stunned 3 instead of stunned 1.

Player Core 2, page 82.

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Silent Spell [>]

FEAT 4

concentrate metamagic wizard 

Prerequisites Conceal Spell

You've learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can't carry. However, the spell still has visual manifestations, so this doesn't make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don't need to attempt a Deception check because the spell has no verbal components.

Core Rulebook, page 210.

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Silent Step [>]

FEAT 9

catfolk flourish 

You vanish with silent treads. You Step, then Hide or Sneak. You still need to meet the requirements to Hide or Sneak, as normal.

LOAG, page 20.

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Silent Step [>]

FEAT 9

catfolk flourish 

You Step, then Hide or Sneak. You still need to meet the requirements to Hide or Sneak, as normal.

Player Core 2.

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Silent Sting [R]

FEAT 10

archetype 

Prerequisites Golden League Xun Dedication, expert in Stealth

Trigger You make a Strike with a weapon of light bulk.

You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to Conceal an Object to hide the triggering weapon. Your Stealth check is compared to the Perception DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your Strike gains a +4 circumstance bonus to their Perception DC for this check. If your Stealth check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 76.

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Silent Stone

FEAT 1

oread 

You've lived in the shadow of the Shattered Range, and the patience of those ancient mountains expresses itself in your stillness. Your body might have veins of granite, sandstone, or similar sedimentary rocks that make it easier for you to camouflage yourself in certain regions. You become trained in Stealth, and you gain the Terrain Stalker skill feat. If you're already trained in Stealth from another source, you become trained in a skill of your choice instead.

LOIL, page 31.

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Silver's Refrain

FEAT 12

rare bard 

You learn the silver's refrain composition cantrip, which aids you when fighting devils.

Age of Ashes #3: Tomorrow Must Burn, page 73.

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Simple Crystal Magic

FEAT 6

archetype 

Prerequisites Crystal Keeper Dedication

As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the read aura and sigil cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Age of Ashes #4: Fires of the Haunted City, page 74.

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Sin Reservoir

FEAT 8

archetype 

Prerequisites Sigilarch Dedication

During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else.

Secrets of Magic, page 240.

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Sing To The Steel [>>]

FEAT 12

archetype auditory evocation 

Prerequisites Briamorumorein Chime-Ringer Dedication

Frequency once per hour

You strike magical tones that can turn the tide of combat.

You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive, disrupting, flaming, frost, ghost touch, shock, or thundering. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks.

You choose the rune and the effect applies to all creatures.

You can use an action, which has the concentrate trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends.

Strength of Thousands #2: Spoken on the Song Wind, page 79.

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Sinister Appearance

FEAT 1

ifrit 

You possess horns, a tail, or red eyes, or could otherwise be mistaken for a tiefling.

You gain the trained proficiency rank in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Intimidating Glare skill feat, as well as a +2 circumstance bonus on Deception checks to Impersonate when pretending to be a version of yourself who is a tiefling.

LOAG, page 103.

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Sink and Swim

FEAT 14

rare aftermath water 

Prerequisites You've been brought to 0 Hit Points by an enemy that has the water trait or an enemy's ability that has the water trait.

Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water.

Water Transfer[two-actions] (conjuration, primal, teleportation, water) Frequency once per minute; Requirements You're on land and adjacent to a body of water; Effect You sink into the water and emerge back onto land in another space within 120 feet that's adjacent to the same body of water. You can transport yourself, any items you're wearing and holding, and up to one other willing creature.

Dark Archive, page 57.

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Siphon Life [>>]

FEAT 10

rare aftermath flourish magical necromancy negative 

Prerequisites You've been reduced to 0 Hit Points by an enemy with the negative trait.

Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy's life force. Strike with an unarmed attack. If you hit and the target is a living creature, it takes 4d6 additional negative damage, depending on its Fortitude save. If the target takes any negative damage, you gain an equal number of temporary Hit Points, which last for 1 minute.

Critical Success The enemy takes no additional negative damage and becomes temporarily immune for 1 minute.Success The enemy takes half the additional negative damage.Failure The enemy takes full additional negative damage.Critical Failure The enemy takes double the additional negative damage.

Dark Archive, page 56.

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Siphon Power [F]

FEAT 16

witch 

Frequency once per day

Requirements You haven't acted yet on your turn.

You draw upon the reservoir of your patron's magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron's theme or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 level lower than the highest-level spell slot you can cast.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).

Advanced Player’s Guide, page 105.

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Siphon Power [F]

FEAT 16

witch 

Requirements You haven’t acted yet on your turn.

Once per day. You draw upon the reservoir of your patron’s magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least single gate rank lower than your highest-rank witch spell slot.

Special This feat has the trait corresponding to the tradition of single spell you Cast (arcane, divine, occult, or primal).

Player Core 1, page 191.

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Siphoning Touch

FEAT 8

archetype 

Prerequisites Spell Trickster Dedication, ability to cast vampiric touch

When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain.

LOTGB, page 124.

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Sitreiku Sentry Dedication

FEAT 2

uncommon archetype dedication 

Access You are from the Eye of Dread region.

Prerequisites member of the Kaetiarn, Shield Block

You've sworn yourself as a sentry for the Kaetiarn, the first line of defense against incursions by the Falethiamath throughout Falavririak. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat.

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

This feat leads to: 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, and Withstand Death.

LOWG, page 47.

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Sitreiku Warden

FEAT 10

archetype 

Prerequisites Sitreiku Sentry Dedication

You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a Shield Block.

If an undead makes an attack against an ally within 10 feet, you can Step to become adjacent to your ally and then use Shield Block as part of the same reaction.

LOWG, page 47.

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Six Pillars Stance [>]

FEAT 10

archetype stance 

Prerequisites Sixth Pillar Dedication

Requirements You are unarmored.

You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 77.

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Sixth Pillar Dedication

FEAT 8

uncommon archetype dedication 

Prerequisites Dexterity 14, expert in Acrobatics, able to cast spells

You use your physical discipline to channel your magic.

If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics.

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

This feat leads to: Maneuvering Spell, Six Pillars Stance, Sixth Pillar Mastery, and Touch Focus.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 77.

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Sixth Pillar Mastery

FEAT 16

archetype 

Prerequisites Sixth Pillar Dedication

Your greater discipline aligns your magical and physical potential. If your proficiency rank in unarmed attacks is at least master, your proficiency rank in spell attacks increases to master. Likewise, if your proficiency rank in spell attacks is at least master, your proficiency rank in unarmed attacks improves to master.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 77.

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Sixth Sense

FEAT 6

divination occult psychic 

Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence, such as celestials, fiends, and monitors.

You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, Seeking, and on the automatic secret check from Sixth Sense. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object.

When you notice a creature with your Sixth Sense, you also learn its location, making it hidden to you if it had been undetected.

Dark Archive, page 26.

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Skeletal Resistance

FEAT 9

skeleton 

Your body becomes resistant, your hardened bones deflecting weapons and other forms of damage. You gain resistance 2 to cold, electricity, fire, piercing, and slashing damage. This resistance increases to 3 at 13th level and 4 at 17th level.

Book of the Dead, page 57.

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Skeletal Transformation

FEAT 13

skeleton 

You rearrange your bones into a bestial shape. Once per day, you can cast animal form as a divine innate spell. When you cast it, you choose the spell's level: 3rd, 4th, or 5th. Your battle form looks like a skeletal version of the animal. In this form, you retain the benefits of any skeleton feats that do not require the use of hands or the ability to communicate.

Book of the Dead, page 57.

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Skeleton Commander

FEAT 13

uncommon skeleton 

Prerequisites expert in Religion

You gain the ability to summon your own skeletal minions. You learn the create undead rituals (Core Rulebook 411) to create three types of undead for which you meet the prerequisites. These undead must have the skeleton trait or be other skeletal undead the GM agrees to. You can't teach these rituals to anyone else, and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual.

You gain a +2 circumstance bonus to Religion checks for create undead rituals. You can also perform the ritual without the aid of a secondary caster; in this case, you attempt the secondary check normally performed by that caster.

Book of the Dead, page 57.

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Skill Mastery

FEAT 8

archetype 

Prerequisites Investigator Dedication, trained in at least one skill and expert in at least one skill

Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.

Special You can select this feat up to five times.

Advanced Player’s Guide, page 151.

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Skill Mastery

FEAT 8

archetype 

Prerequisites Rogue Dedication, trained in at least one skill and expert in at least one skill

Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.

Special You can select this feat up to five times.

Core Rulebook, page 229.

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Skill Mastery

FEAT 8

archetype rogue 

Prerequisites Rogue Dedication, trained in at least one skill and expert in at least one skill

Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites.

Special You can select this feat up to five times.

Player Core 1, page 221.

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Skill Mastery

FEAT 8

archetype investigator 

Prerequisites Investigator Dedication, trained in at least one skill and expert in at least one skill

Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.

Special You can select this feat up to five times.

Player Core 2, page 178.

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Skill Training

FEAT 1

general skill 

Prerequisites Intelligence 12

You become trained in the skill of your choice.

Special You can select this feat multiple times, choosing a new skill to become trained in each time.

Core Rulebook, page 266.

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Skill Training

FEAT 1

general skill 

Prerequisites Intelligence +single gate

You become trained in the skill of your choice.

Special You can select this feat multiple times, choosing a new skill to become trained in each time.

Player Core 1.

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Skilled Climber

FEAT 5

kashrishi 

Prerequisites athamasi or xyloshi

You can navigate vertical surfaces with ease. You gain a climb Speed of 10 feet. If you also have the Scuttle Up ancestry feat, your climb Speed increases to your land Speed when climbing trees or cavern walls.

LOIL, page 44.

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Skilled Partner

FEAT 4

summoner 

Your eidolon gains a 1st-level skill feat and a 2nd-level or lower skill feat. At 7th level, your eidolon gains an additional skill feat, of 7th level or lower.

Secrets of Magic, page 69.

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Skillful Climber

FEAT 5

vanara 

You can scamper up or down surfaces as nimbly as a monkey. You gain a climb Speed of 10 feet. If you have the Climber's Tail ancestry feat, your total climb Speed increases to your land Speed when climbing trees.

LOIL, page 56.

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Skillful Tail

FEAT 5

tiefling 

You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple Interact actions with your tail such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.

Advanced Player’s Guide, page 40.

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Skillful Tail

FEAT 5

ganzi 

You have a tail or similar body part that is always willing to lend a hand (so to speak). You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.

This feat leads to: Larcenous Tail and Mischievous Tail.

LOAG, page 97.

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Skillful Tail

FEAT 5

ifrit oread suli sylph undine 

You were born with a tail, and with practice you've learned how to perform simple Interact actions with it, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.

LOAG, page 100.

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Skim Scroll [>]

FEAT 8

archetype 

Prerequisites Scroll Trickster Dedication

You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw forth a scroll, then use Trick Magic Item on the scroll.

Advanced Player’s Guide, page 189.

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Skim Scroll [>]

FEAT 8

archetype 

Prerequisites Scroll Trickster Dedication

You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw a scroll, then use Trick Magic Item on the scroll.

Player Core 2, page 213.

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Skin Split [>>]

FEAT 5

nagaji 

Frequency once per day

You claw open the top layer of your scales and peel off the premature shed in order to remove harmful substances from your skin. You immediately end all persistent damage from effects that coat your skin (such as fire and most persistent acid damage). If you're suffering from an effect other than persistent damage that depends on continuous contact with your skin, and if that effect allows a saving throw, immediately attempt a new saving throw against that effect.

LOIL, page 49.

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Skirmish Strike [>]

FEAT 6

flourish ranger 

Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.

Core Rulebook, page 173.

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Skirmish Strike [>]

FEAT 6

flourish rogue 

Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.

Core Rulebook, page 186.

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Skirmish Strike [>]

FEAT 6

flourish ranger 

Your feet and Weapon move in tandem. Either Step and then Strike, or Strike and then Step.

Player Core 1, page 160.

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Skirmish Strike [>]

FEAT 6

flourish rogue 

Your feet and Weapon move in tandem. Either Step and then Strike, or Strike and then Step.

Player Core 1, page 173.

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Skirt The Light

FEAT 13

uncommon fetchling 

You can travel the border between the Material and Shadow Planes and even bring others along. You can cast shadow walk as an occult innate spell once per day.

LOAG, page 88.

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Skitter

FEAT 3

general 

Prerequisites Dexterity 16, Fleet

You can scoot swiftly across the ground. You can Crawl up to half your Speed.

Advanced Player’s Guide, page 209.

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Skittering Scuttle

FEAT 9

goblin 

Prerequisites Goblin Scuttle

You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.

Core Rulebook, page 49.

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Skittering Sneak

FEAT 13

ratfolk 

You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you Sneak.

LOAG, page 56.

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Skittertalk

FEAT 1

anadi 

You can ask questions of, receive answers from, and use the Diplomacy skill with spiders and other arachnids. The GM determines which creatures count for this ability.

LOME, page 106.

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Skull Creeper

FEAT 1

ratfolk 

You wear skulls to demoralize foes. You become trained in Intimidation and gain the Intimidating Glare skill feat. If you're already trained in Intimidation, you instead become trained in a skill of your choice. If you pay 50 gp for a splendid skull mask, the mask grants you a +1 item bonus to Intimidation; its usage is worn (mask).

LOAG, page 55.

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Sky And Heaven Stance [>]

FEAT 6

archetype stance 

Prerequisites Faloleis Heavenseeker Dedication

Requirements You are unarmored.

You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal 1d10 slashing damage; are in the brawling; and have the nonlethal, unarmed, and versatile P traits.

While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level.

This feat leads to: Cross The Final Horizon and Liastigrum.

AoE2, page 78.

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Sky and Heaven Stance [>]

FEAT 6

archetype stance 

Prerequisites Faloleis Heavenseeker Dedication

Requirements You're unarmored.

Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal 1d10 slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level.

LOIL, page 224.

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Sky Master Mask

FEAT 20

rare archetype druid wizard 

Prerequisites Druid Dedication or Wizard Dedication

Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the doukiafalums of the Siabriadrel Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.

Strength of Thousands #6: Shadows of the Ancients, page 78.

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Slag May

FEAT 1

changeling lineage 

Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.

Advanced Player’s Guide, page 31.

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Slam Down [>>]

FEAT 4

fighter flourish 

Prerequisites trained in Athletics

You make an attack to knock a foe off Balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to trip the creature you hit. If you’re wielding a two-handed melee Weapon, you can ignore trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.

Player Core 1, page 143.

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Slayer's Blessing

FEAT 8

archetype manipulate 

Prerequisites Slayer's Strike

You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the Strike, you can choose either the ghost touch property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material.

At 14th level, add adamantine and mithral to the list of materials you can choose from.

Book of the Dead, page 29.

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