60 feats, from Slayer's Presence to Snow Step.
Part: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Slayer's Presence · Slayer's Strike · Sleek Reposition · Sleeper Hold · Sleeper Hold · Sleepwalker Dedication · Slice And Swipe · Slinger's Readiness · Slinger's Reflexes · Slink · Slip Into Shadow · Slip The Grasp · Slip With The Breeze · Slippery Prey · Slippery Secrets · Slippery Secrets · Slither · Sly Disarm · Sly Striker · Sly Striker · Smash From The Air · Smash From The Air · Smashing Tail · Smite · Smite Evil · Smite Good · Smoke Bomb · Smoke Bomb · Smoke Curtain · Smoke Sight · Smokesoul · Smoldering Explosion · Snagging Strike · Snagging Strike · Snap Out Of It! · Snap Out Of It! · Snap Out Of It! · Snap Shot · Snap Shot · Snare Commando · Snare Crafting · Snare Crafting · Snare Genius · Snare Genius · Snare Hopping · Snare Setter · Snare Setter · Snare Specialist · Snarecrafter Dedication · Snarecrafter Dedication · Sneak Adept · Sneak Attacker · Sneak Attacker · Sneak Savant · Sneaky · Sneaky · Sniper's Aim · Sniping Duo Dedication · Snow May · Snow Step
Slayer's Presence
FEAT 10
Prerequisites Frighten Undead
Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is fleeing for 1 round.
Book of the Dead, page 29.
FEAT 4
Prerequisites Undead Slayer Dedication
You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a Strike against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further Strikes you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing.
If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.
This feat leads to: Slayer's Blessing.
Book of the Dead, page 28.
FEAT 2
Requirements You are wielding a finesse Weapon or polearm.
While your opponent is still recovering from your prior attack, you snag its armor, clothing, or flesh to move it as you please. Make a melee Strike with a finesse Weapon or polearm. If you hit a target that is your size or smaller, you can automatically Reposition it, with the same benefits as the Reposition action (including the critical success effect, if your Strike was a critical hit). If you used a Weapon with reach, use the Weapon’s reach for this Reposition.
This Strike has the following Failure effect.
Failure The target becomes off-guard until the end of your current turn.
Player Core 1, page 143.
FEAT 10
Requirements You have a creature grabbed or restrained.
You pinch crucial points of your target's nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects.
Critical Success The target falls unconscious for 1 minute, though it remains standing and doesn't drop what it holds.Success The target is clumsy 1 until the end of its next turn.Core Rulebook, page 163.
FEAT 10
Requirements You have a creature grabbed or restrained.
You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to grapple the creature, with the following success and critical success effects instead of the usual effects.
Critical Success The target falls unconscious for single gate minute, though it remains standing and doesn’t drop what it holds.
Success The target is clumsy 1 until the end of its next turn.
Player Core 2, page 124.
Sleepwalker Dedication
FEAT 4
Prerequisites expert in Occultism
You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall unconscious, whichever comes first. You can voluntarily end your trance by taking a single action, which has a concentrate trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher.
Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects:
Special You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype.
This feat leads to: Infiltrate Dream, Oneiric Influence, Vision of Foresight, Dream Magic, Waking Dream, Ward Slumber, Dream Logic, Shared Dream, and Ever Dreaming.
Dark Archive, page 206.
FEAT 6
Access Help either the Washboard Dogs or the Vaethoum
Requirements You're wielding a melee weapon that deals slashing damage and you have a free hand.
You attempt a melee Strike with the required weapon. If you hit and deal damage and the result of your attack roll exceeds the target's Perception DC, you Steal a small object from the target (as if you had succeeded at that task using the Thievery skill). Depending on the object, the target might realize that it has been stolen, and onlookers might realize you have stolen the object if the attack roll doesn't exceed their Perception DCs.
AoE3, page 75.
Slinger's Readiness
FEAT 6
Prerequisites Gunslinger Dedication
You've learned a gunslinger's tricks for staking out your territory in a fight. You gain the initial deed for the way you selected with Gunslinger's Dedication.
Guns & Gears, page 127.
Slinger's Reflexes
FEAT 20
Your ability to react to unexpected circumstances is preternaturally sharp. At the start of each enemy's turn, you gain an additional reaction you can use on only that turn to use a gunslinger reaction.
Guns & Gears, page 119.
Slink
FEAT 1
You can move through gloom with the speed of darkness. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you end a Sneak action in dim light or darkness, as long as you have cover or greater cover or are concealed at the end of your turn.
LOAG, page 87.
Slip Into Shadow
FEAT 9
Prerequisites ability to cast at least one spell with the darkness trait
Your shadow magic bleeds into the space around you. Whenever you cast a spell with the darkness trait, a lingering aura of shadows reduces bright light within a 5-foot emanation around you to dim light until the end of your turn.
Like in natural dim light, you can use these shadows to Hide, but the aura still makes your overall position obvious, so you can't become undetected through the use of these shadows alone.
LOAG, page 28.
FEAT 9
Requirements You are grabbed, immobilized, or restrained.
You have some feature that allows you to quickly evade effects that restrain you. Attempt a check to Escape. If you succeed, you can Stride, Step, or make a Strike with a melee unarmed attack targeting the creature you Escaped from. If you fail, you instead attempt to Escape a second time.
You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions.
LOAG, page 94.
Slip With The Breeze
FEAT 5
Prerequisites expert in Athletics
You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the Quick Jump and Powerful Leap skill feats as bonus feats.
LOAG, page 116.
Slippery Prey
FEAT 2
Prerequisites trained in Acrobatics or Athletics
You're able to Escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other skill action.
Slippery Secrets
FEAT 7
Prerequisites master in Deception
You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect's DC. If you succeed, the effect reveals nothing.
Core Rulebook, page 266.
Slippery Secrets
FEAT 7
Prerequisites master in Deception
You elude and evade attempts to uncover your true Nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect's DC. If you succeed, the effect reveals nothing.
Slither
FEAT 1
You are an expert at moving through extremely tight spaces. You gain the Quick Squeeze skill feat, even if you're not trained in Acrobatics. When you roll a success on an Acrobatics check to Squeeze, you get a critical success instead.
LOAG, page 39.
Sly Disarm
FEAT 6
You can disarm a creature through sleight of hand rather than brute force. You can use Thievery instead of Athletics when you attempt a disarm. When you use Thievery to attempt a disarm and succeed, the target is off-guard against the next attack you make before the end of your turn.
Player Core 1, page 173.
Sly Striker
FEAT 8
Prerequisites sneak attack
Your attacks deal more damage, even against creatures that aren't flat-footed. When you succeed or critically succeed at a Strike against a creature that isn't flat-footed, you also deal 1d6 precision damage. This applies only if you're using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren't flat-footed.
This feat leads to: Impossible Striker.
Core Rulebook, page 187.
Sly Striker
FEAT 8
Your attacks deal more damage, even against creatures that aren’t off-guard. When you succeed or critically succeed at a Strike against a creature that isn’t off-guard, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with.
At 14th level, if you would normally deal 3d6 or more Sneak attack damage to off-guard creatures, you deal 2d6 precision damage to creatures that aren’t off-guard.
Player Core 1, page 174.
Smash From The Air
FEAT 18
Prerequisites Cut From the Air
Your expertise enables you to knock away spells. You can use Cut From the Air against ranged spell attack rolls.
Advanced Player’s Guide, page 127.
Smash From The Air
FEAT 18
Prerequisites Cut From the air
Your expertise enables you to knock away single spell. You can use Cut from the air against ranged spell attacks.
Player Core 1, page 151.
Smashing Tail
FEAT 1
You have a tail that serves as a potent weapon. You gain a tail unarmed attack that deals 1d6 bludgeoning damage, has the sweep trait, and is in the brawling weapon group.
LOAG, page 97.
FEAT 6
You single gate out one enemy to destroy in your deity’s name.
Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the Weapon or unarmed attack you’re using for the Strike. If you’re holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you’re a master).
If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy’s next turn. If the enemy continues to take these 2 each turn, the duration continues to extend.
Your current Smite ends if you use the Smite action again.
Player Core 2, page 96.
FEAT 6
Prerequisites divine ally (blade), tenets of good
Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon.
If the foe attacks one of your allies, the duration extends to the end of that foe's next turn. If the foe continues to attack your allies each turn, the duration continues to extend.
Core Rulebook, page 112.
FEAT 6
Prerequisites divine ally (blade), tenets of evil
Your blade ally shares your lust for the blood of good creatures. Select one enemy you can see. Until the start of your next turn, your Strikes against that foe using the weapon your blade ally inhabits deal an extra 4 evil damage, increasing to 6 if you have master proficiency with this weapon.
If the chosen enemy attacks you before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to attack you each turn, the duration continues to extend.
Advanced Player’s Guide, page 119.
FEAT 2
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.
You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target's space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.
Core Rulebook, page 77.
Smoke Bomb
FEAT 2
You can add a tarry additive to an alchemical bomb to make it emit smoke. When thrown, in addition to its normal effects, the bomb creates a cloud of smoke in a 10-foot burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for single gate minute or until dissipated by a strong wind.
Player Core 2, page 64.
FEAT 8
Requirements You're wielding a loaded firearm and are wearing or holding a dose of black powder.
You load an extra dose of powder into your shot, causing it to belch a cloud of smoke. You make a Strike with your firearm and create a cloud of smoke in a 20-foot emanation centered on your location. Creatures are concealed while within the smoke, and creatures outside the area are concealed to creatures within the smoke. The smoke dissipates at the start of your next turn.
If your Strike is a critical failure, your firearm misfires.
Guns & Gears, page 115.
Smoke Sight
FEAT 9
Access You are from Zouzeikod or Tobraid.
You're used to fighting and hiding in a haze of smoke and flame. You automatically succeed at the DC 5 flat check to target a concealed creature if that creature is concealed only by smoke. When you are concealed or hidden in smoke, increase the DC of the flat check to target you to 6 if you're concealed or 12 if you're hidden.
Guns & Gears, page 201.
Smokesoul
FEAT 1
You have a connection to smoke and haze. You gain the Smoke Blending reaction.
LOAG, page 115.
Smoldering Explosion
FEAT 8
Prerequisites Spell Trickster Dedication, ability to cast fireball
When you cast fireball heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your fireball leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of obscuring mist, except that it lasts only 1 round.
This feat leads to: Choking Smoke.
LOTGB, page 124.
FEAT 1
Requirements You have one hand free, and your target is within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.
Core Rulebook, page 145.
FEAT 1
Requirements You have one hand free, and your target is within reach of that hand.
within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off Balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Player Core 1, page 141.
FEAT 4
Prerequisites Marshal Dedication
You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
Advanced Player’s Guide, page 180.
FEAT 8
Prerequisites master in Medicine, Vofalai Agent Dedication
Vofalais are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses. Attempt a Medicine check on an adjacent ally who is fascinated, frightened, stunned, or stupefied and choose one of those conditions. The DC is the DC for the effect that caused the condition.
Critical Success Reduce the value of the chosen condition by 2. If you chose fascinated, that condition ends.Success Reduce the value of the chosen condition by 1. If you chose fascinated, that condition ends.Failure The target is unaffected.Critical Failure You increase the value of the chosen condition by 1. If you chose fascinated, increase the duration by 1 round instead.LOPSG, page 41.
FEAT 4
Prerequisites Marshal Dedication
You give a quick shout, hoping to shake the fog clouding your ally’s thoughts. Choose one target ally in your marshal’s aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance This can’t end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
Player Core 2, page 205.
Snap Shot
FEAT 6
You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.
Core Rulebook, page 173.
Snap Shot
FEAT 6
You can react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee Weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged Weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of Weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee Weapon Strike with a ranged Weapon Strike.
Player Core 1, page 160.
FEAT 9
Prerequisites expert in Deception or Intimidation, Snare Crafting
Trigger A creature fails or critically fails a save against your snare.
Your snares are so befuddling that your victims rarely notice you slipping out of sight. If you have expert proficiency in Deception, you can Create a Diversion against the triggering creature. If you have expert proficiency in Intimidation, you can instead Demoralize the triggering creature. If you have both, choose one of the two effects.
LOAG, page 40.
Snare Crafting
FEAT 1
Prerequisites trained in Crafting
You can use the Craft activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book.
This feat leads to: Snare Specialist, Lightning Snares, Powerful Snares, Quick Snares, Ubiquitous Snares, Impossible Snares, Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts, Snare Genius, Snare Hopping, Snarecrafter Dedication, Giant Snare, Plentiful Snares, Remote Trigger, Surprise Snare, Snare Commando, and Vicious Snares.
Core Rulebook, page 266.
Snare Crafting
FEAT 1
Prerequisites trained in Crafting
You can use the Craft activity to create snares (page 297). When you select this feat, you immediately add the formulas for four common 1st-level snares to your formula book.
Snare Genius
FEAT 5
Prerequisites expert in Crafting, Snare Crafting
Your expertise makes your snares more powerful, and you can place them quickly and efficiently. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment; if the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions. Snares prepared in this way don't cost you any resources to Craft. The number of snares you can prepare this way increases to four if you are a master in Crafting, and to five if you are legendary.
When you Craft and deploy a snare that deals damage, any creature that critically fails its saving throw against the snare's initial effect and takes damage becomes flat-footed until the end of its next turn.
Advanced Player’s Guide, page 15.
Snare Genius
FEAT 5
Prerequisites expert in Crafting, Snare Crafting
If the snare normally takes single gate minute to Craft, you can Craft it with 3 Interact skill action instead. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment (increasing to four snares if you're a master in Crafting and five if you're legendary). Snares prepared in this way don't cost you any resources to Craft.
When a creature critically fails its saving throw against and takes damage from the Initial effect of a snare you Crafted and deployed, that creature is off-guard until the end of its next turn.
Snare Hopping
FEAT 2
Prerequisites Snare Crafting, warden spells
You can magically move your snares around. You gain the snare hopping warden spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 132.
Snare Setter
FEAT 1
Prerequisites trained in Crafting
You are adept at the time-honored kobold art of trap making. You gain the trained proficiency in Crafting. If you were already trained in Crafting, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the Snare Crafting feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares.
Advanced Player’s Guide, page 14.
Snare Setter
FEAT 1
Prerequisites trained in Crafting
You are adept at the time-honored kobold art of making traps. You gain the trained proficiency in Crafting. If you were already trained in Crafting, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares.
You gain the Snare Crafting feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares.
Snare Specialist
FEAT 4
Prerequisites expert in Crafting, Snare Crafting
You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares. If your rank is master, you gain 6. If your rank is legendary, you gain 9.
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don't cost you any resources to Craft.
This feat leads to: Lightning Snares, Powerful Snares, Quick Snares, Ubiquitous Snares, Impossible Snares, Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, and Repurposed Parts.
Core Rulebook, page 172.
Snarecrafter Dedication
FEAT 2
Prerequisites trained in Crafting, Snare Crafting
You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you're a master in Crafting and eight if you're legendary. Snares prepared in this way don't cost you any resources to Craft.
Special The feat counts as Snare Specialist for the purpose of feat prerequisites. If you also have the Snare Specialist ranger feat, the quick snares from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the snarecrafter archetype.
This feat leads to: Giant Snare, Plentiful Snares, Remote Trigger, Surprise Snare, Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, and Repurposed Parts.
Advanced Player’s Guide, page 194.
Snarecrafter Dedication
FEAT 2
Prerequisites trained in Crafting
You have studied the art of crafting snares and laying traps, and few have shown more talent in these arts than you. You gain the Snare Crafting feat (page 234). When you set a snare, to Craft, you can Craft it with 3 Interact actions instead.
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment (increasing to six snares if you’re a master in Crafting and eight if you’re legendary). Snares prepared in this way don’t cost you any resources to Craft.
When you increase your proficiency rank in Crafting to expert, master, or legendary, add three additional snare formulas to your formula book. The snares must be of your level or lower.
Special Rangers can adapt snare crafting techniques to create snares from natural materials. If you are a ranger, you can use Survival instead of Crafting for all prerequisites and functions of feats from this archetype. (This includes using Survival to Craft a snare.)
Player Core 2, page 216.
Sneak Adept
FEAT 10
Prerequisite master in Stealth It’s almost impossible to spot you. When you roll a Failure on a Sneak action, you get a success instead. You can still critically fail.
Player Core 1, page 175.
Sneak Attacker
FEAT 4
Prerequisites Rogue Dedication
You gain the sneak attack class feature (page 181), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don't increase the number of dice as you gain levels.
Core Rulebook, page 229.
Sneak Attacker
FEAT 4
Prerequisites Rogue Dedication
You gain the sneak attack class feature (page 167), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
Player Core 1, page 221.
Sneak Savant
FEAT 10
Prerequisites master in Stealth
It is almost impossible to spot you without taking effort to look. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail.
Core Rulebook, page 187.
Sneaky
FEAT 1
Stealth is an important tool in your arsenal. You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don't become observed if you don't have cover or greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
LOAG, page 35.
Sneaky
FEAT 1
Stealth is an important tool in your arsenal. You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak skill action and succeed at your Stealth check, you don't become observed if you don't have cover or Greater cover and aren't concealed at the end of the Sneak action, as long as you have cover or Greater cover or are concealed at the end of your turn.
FEAT 6
Prerequisites way of the sniper
You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accuracy. Make a ranged weapon Strike. You gain a +2 circumstance bonus to this Strike's attack roll and ignore the target's concealment. If you're using a kickback firearm, you don't take the normal circumstance penalty on this Strike for not having the required Strength score or firing without using a stabilizer.
Guns & Gears, page 114.
Sniping Duo Dedication
FEAT 2
Prerequisites trained in at least one type of weapon in the bow or firearm groups, trained in Stealth
When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn't need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don't grant your foes lesser cover against one another's Strikes.
Whenever you or your spotter successfully Strikes a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next Strike made against that target before the end of their next turn.
You can change your designated spotter by spending 3 days of downtime training with another ally.
Special You can't select another dedication feat until you've gained two other feats from the sniping duo archetype.
This feat leads to: Concentrated Assault, Duo's Aim, Eagle Eyes, Exploit Opening, Tag Team, Targeted Redirection, Triangulate, and Vantage Shot.
Guns & Gears, page 138.
Snow May
FEAT 1
You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow. When moving over ice or snow in arctic terrain, you always gain the benefits of the Cover Tracks action without needing to use the activity or having to move half your Speed. You don't treat icy terrain as uneven ground (though it's still difficult terrain for you), and you ignore difficult terrain caused by snow. Cold precipitation and environmental cold effects don't alter the time it takes for you to become fatigued.
This feat leads to: Invoke The Elements and Stormy Heart.
LOAG, page 23.
Snow Step
FEAT 6
Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice.
Treasure Vault, page 185.