Feats: S (Part 8 of 14)

60 feats, from Snowcaster to Specialty Crafting.

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

Snowcaster · Soaring Armor · Soaring Dynamo · Soaring Flight · Soaring Form · Soaring Poppet · Soaring Shape · Soaring Shape · Sociable · Sociable Vow · Social Camouflage · Social Purview · Social Purview · Sodbuster · Solar Detonation · Solar Rejuvenation · Solar Rejuvenation · Solid Lead · Solid Lead · Song Of Grace And Speed · Song Of Marching · Song of Marching · Song Of Strength · Song of Strength · Song Of The Fallen · Soothing Ballad · Soothing Ballad · Soothing Mist · Soothing Vials · Sorcerer Dedication · Soul Arsenal · Soul Flare · Soul Warden Dedication · Soulforger Dedication · Soulsight · Soulsight · Soulsight · Sound Mirror · Sow Rumor · Sow Rumor · Sow Spell · Sow Spell · Space-Time Shift · Spark Fist · Spark Of Independence · Speak With Bats · Speak with Flowers · Speak With Kindred · Speaking Sky · Speaking Sky · Specialized Beastmaster Companion · Specialized Beastmaster Companion · Specialized Companion · Specialized Companion · Specialized Companion · Specialized Companion · Specialized Companion · Specialized Mount · Specialized Mount · Specialty Crafting

Snowcaster

FEAT 4

archetype 

Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the cold trait or another cold spell you have access to.

Treasure Vault, page 185.

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Soaring Armor

FEAT 14

inventor modification 

Prerequisites armor innovation

Whether through a release of jets of flame, propeller blades, sonic bursts, streamlined aerodynamic structure, electromagnetic fields, or some combination of the above, you've managed to free your innovation from the bonds of gravity! While wearing your innovation, you gain a fly Speed equal to your land Speed.

Guns & Gears, page 30.

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Soaring Dynamo

FEAT 18

archetype 

Prerequisites Sterling Dynamo Dedication

You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the Fly action in a given minute.

Guns & Gears, page 53.

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Soaring Flight [>>]

FEAT 9

morph primal tengu transmutation 

Prerequisites skyborn tengu heritage

Frequency once per day

To be a tengu is to be unburdened by the concerns of the world below. You grow a pair of magical wings or expand your existing ones. For 5 minutes, you gain a fly Speed equal to your land Speed or 20 feet, whichever is greater.

This feat leads to: Soaring Form.

Advanced Player’s Guide, page 27.

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Soaring Form

FEAT 17

tengu 

Prerequisites Soaring Flight

Your wings grow stronger. You gain the effects of Soaring Flight at all times.

LOAG, page 60.

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Soaring Poppet

FEAT 17

poppet 

Your construction has flaps of cloth or wicker that can keep you aloft. You gain a fly Speed of 15 feet.

LOTGB, page 65.

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Soaring Shape

FEAT 8

druid 

Prerequisites Wild Shape

Wings free you from the shackles of the ground below. Add the bat and bird forms in aerial form to your wild shape list. If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.

This feat leads to: Dragon Shape, True Shapeshifter, and Reactive Transformation.

Core Rulebook, page 137.

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Soaring Shape

FEAT 8

druid 

Prerequisites Untamed Form

You can take on the form of a Flying creature. Add the shapes listed in aerial form to your Untamed Form list.

Player Core 1, page 130.

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Sociable

FEAT 1

half-elf 

You're extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.

LOCG, page 15.

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Sociable Vow

FEAT 4

archetype skill 

Prerequisites Pactbinder Dedication, expert in Diplomacy

You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to Gather Information, Make an Impression, or Demoralize you make directly in service of fulfilling the vow.

Dark Archive, page 166.

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Social Camouflage

FEAT 1

vishkanya 

You have the uncanny ability to quickly blend into the lifestyle of whatever settlement in which you find yourself. After residing in a particular settlement for at least 1 day, you gain a +1 circumstance bonus to checks to Impersonate to pass yourself off as a resident of that settlement. Additionally, you can use Deception in place of Diplomacy to Gather Information while in that settlement. The GM might decide you need more time in particularly large settlements to gain these benefits, or might decide you gain the benefits only while in a specific district or part of the settlement.

LOIL, page 61.

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Social Purview

FEAT 4

archetype 

Prerequisites Vigilante Dedication

You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.

Advanced Player’s Guide, page 196.

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Social Purview

FEAT 4

archetype skill wizard 

Prerequisites Vigilante Dedication

You have built a reputation for yourself in your social identity.

Choose one archetype that you meet the prerequisites for.

You gain that archetype’s dedication feat and can select feats from that archetype, even if you haven’t yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn’t risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.

Player Core 2, page 219.

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Sodbuster

FEAT 9

shoony 

Prerequisites Dig Quickly

Years toiling in soil have made you an expert digger. You gain a burrow Speed of 10 feet through loose soil or dirt.

Extinction Curse #3: Life’s Long Shadows, page 73.

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Solar Detonation [>>>]

FEAT 8

fire impulse incapacitation kineticist overflow primal vitality 

Blinding flames explode in a swirling sphere! The detonation fills a 20-foot burst within 60 feet of you. Each creature in the area takes 6d6 fire damage, plus 2d6 vitality damage if it has void healing, and can become dazzled or blinded depending on the result of its Reflex save. The light from Solar Detonation is sunlight for creatures with a particular vulnerability to sunlight.

Each creature that attempts a save becomes temporarily immune to being dazzled or blinded by Solar Detonation for 10 minutes, but not the impulse's other effects.

Critical Success The creature is unaffected.Success The creature takes half damage and is dazzled until the start of your next turn.Failure The creature takes full damage and is blinded until the start of your next turn.Critical Failure The creature takes double damage and is blinded for 1 minute.

Level (+2) Increase the fire damage by 1d6 and the vitality damage by 1d6.

Rage of Elements, page 29.

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Solar Rejuvenation

FEAT 9

leshy 

If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter.

LOCG, page 55.

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Solar Rejuvenation

FEAT 9

ghoran 

The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds.

LOIL, page 39.

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Solid Lead

FEAT 2

investigator 

Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using Pursue a Lead again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the concentrate trait. Doing so ends one of your current leads as normal.

During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day.

Advanced Player’s Guide, page 61.

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Solid Lead

FEAT 2

investigator 

Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using Pursue a Lead again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single gate action, which has the concentrate trait. Doing so ends one of your current leads as normal.

During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day.

Player Core 2, page 108.

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Song Of Grace And Speed [>>]

FEAT 16

archetype auditory transmutation 

Prerequisites Briamorumorein Chime-Ringer Dedication

Frequency once per day

You instill great swiftness into your allies. You and all allies within 30 feet become quickened for 1 minute and can use the additional action to Strike, Stride, or Step.

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

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Song Of Marching

FEAT 6

bard 

You learn the song of marching composition cantrip, which enables you and your allies to cross vast distances without strain.

Advanced Player’s Guide, page 113.

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Song of Marching

FEAT 6

bard 

You learn the song of marching composition cantrip (page 371), which enables you and your allies to cross vast distances without strain.

Player Core 1, page 103.

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Song Of Strength

FEAT 2

bard 

Prerequisites warrior muse

Your performances inspire strength in your allies. You learn the song of strength composition cantrip.

Advanced Player’s Guide, page 112.

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Song of Strength

FEAT 2

bard 

Prerequisites warrior muse

Your performances inspire strength in your allies to Aid them at physical tasks. You learn the song of strength composition cantrip (page 371).

Player Core 1, page 101.

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Song Of The Fallen

FEAT 20

uncommon bard 

Prerequisites focus pool

The moving power of your songs can stir the spirits of the dead to rise once more and fight alongside you. You learn the song of the fallen composition spell. Increase the number of Focus Points in your focus pool by 1.

Age of Ashes #6: Broken Promises, page 76.

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Soothing Ballad

FEAT 14

bard 

You soothe your allies' wounds with the power of your performance. You learn the soothing ballad composition spell. Increase the number of Focus Points in your focus pool by 1.

Core Rulebook, page 103.

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Soothing Ballad

FEAT 14

bard 

You soothe your allies' wounds with the power of Performance. You learn the soothing ballad composition spell (page 371).

Player Core 1, page 105.

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Soothing Mist

FEAT 4

ranger 

Prerequisites warden spells

You have a connection to the healing properties of nature and can produce a magical mist to heal damage and stop burning or bleeding. You gain the soothing mist warden spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 132.

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Soothing Vials

FEAT 1

alchemist 

Prerequisites chirurgeon research field

The healing chemicals in your versatile vials also help calm a patient’s mind. When a living creature affected by a mental effect regains Hit Points from one of your versatile vials, it can immediately attempt a new Will saving throw to end one mental effect of its choice. It gains a +single gate item bonus to the saving throw.

Player Core 2, page 63.

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Sorcerer Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Charisma 14

Choose a bloodline. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.

You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline.

Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.

This feat leads to: Basic Blood Potency, Advanced Blood Potency, Basic Bloodline Spell, Basic Sorcerer Spellcasting, Bloodline Breadth, Expert Sorcerer Spellcasting, and Master Sorcerer Spellcasting.

Core Rulebook, page 230.

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Soul Arsenal

FEAT 6

archetype 

Prerequisites Soulforger Dedication

Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually.

When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you Dismiss the effect, you can choose to Dismiss some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day.

When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1.

At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form.

Special You can select this feat a second time at 12th level or higher, choosing the final item type.

Secrets of Magic, page 236.

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Soul Flare [R]

FEAT 4

archetype concentrate 

Prerequisites Soulforger Dedication

Trigger An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised.

Requirements Your soulforged armament is manifested.

You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed—your weapon if you attacked or your armor or shield if you were defending.

Secrets of Magic, page 236.

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Soul Warden Dedication

FEAT 2

archetype dedication 

Prerequisites trained in Occultism or Religion, worships Grobreil or a psychopomp usher

You can take 10 minutes to emblazon Grobreil's holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Grobreil and can be used as a divine focus while emblazoned.

Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is hidden, it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.

In addition, you can cast disrupt undead as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.

When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light.

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

This feat leads to: Cycle Spell, Psychopomp Familiar, Enhanced Psychopomp Familiar, Liberate Soul, Spiral Sworn, Expand Spiral, and Safeguard Soul.

Book of the Dead, page 26.

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Soulforger Dedication

FEAT 2

uncommon archetype dedication 

Prerequisites Wis 14 or ability to cast divine spells

You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament (page 232). Choose one essence power for the armament (below). Changing an essence power requires 1 week of retraining, and you can't retrain it while you have soulforged corruption.

You can Manifest Soulforged Armament to summon your armaments in combat.

Manifest Soulforged Armament [>] (concentrate, conjuration, divine, extradimensional) Requirements If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor; Effect You immediately wield or wear the soulforged armament bound to you. The soulforged armament remains manifested until you Dismiss this effect.

Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed.

After 1 minute, the essence form armament is automatically Dismissed.

Special You can't select another dedication feat before gaining two other feats from this archetype.

This feat leads to: Rapid Manifestation, Soul Arsenal, and Soul Flare.

Secrets of Magic, page 236.

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Soulsight

FEAT 8

bard 

Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.

This feat leads to: Shared Sight.

Advanced Player’s Guide, page 113.

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Soulsight

FEAT 8

sorcerer 

Prerequisites bloodline that grants divine or occult spells

The spiritual essence in your blood has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense allows you to sense the spirits of creatures within the listed range, including living creatures, most non-mindless undead, and haunts. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.

Advanced Player’s Guide, page 139.

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Soulsight

FEAT 8

bard 

Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seeking to locate an undetected creature.

As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by single spell such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects.

Player Core 1, page 104.

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Sound Mirror

FEAT 6

archetype 

Prerequisites Alter Ego Dedication

You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration. You can cast silence on yourself as a 2nd-level innate occult spell and ventriloquism as a 1st-level innate occult spell, both once per day. You also can cast ghost sound as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.

Dark Archive, page 127.

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Sow Rumor

FEAT 2

uncommon general secret skill 

Prerequisites expert in Deception

You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible.

The DC similarly increases or decreases depending on how plausible your rumor is.

Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month.Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week.Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information.Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.

LOCG, page 71.

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Sow Rumor

FEAT 2

uncommon general secret skill 

Prerequisites expert in Deception

You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 2 hours), at the end of which the GM rolls a secret Deception check against a DC they set to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is. For example, it might be harder to sow a rumor that the beloved, generous mayor is the head of a cult of murderous demon worshippers.

Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month. You gain a +2 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor.Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks in an appropriate situation when you invoke your rumor.Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information.Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.

Player Core 2.

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Sow Spell [>]

FEAT 14

concentrate druid metamagic 

You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.

Advanced Player’s Guide, page 125.

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Sow Spell [>]

FEAT 14

concentrate druid spellshape 

You fold your spell into a seed. If your next action is to Cast a Spell using single gate action or 2 skill action, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you Cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.

Player Core 1, page 134.

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Space-Time Shift [F]

FEAT 12

archetype 

Prerequisites Chronoskimmer Dedication

Frequency once per 10 minutes

Trigger Your turn begins.

You travel just a few moments into the future to immediately arrive at your destination. Your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Stride instead of traversing normally to the location. Your augmented Strides have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your Burrow, Climb, Fly, or Swim actions in this way if you have the corresponding movement type.

Dark Archive, page 187.

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Spark Fist [>]

FEAT 5

uncommon dwarf fire manipulate 

Access You are from Zouzeikod or Tobraid.

Prerequisites expert in Crafting

Frequency once per minute

You dust explosive black powder on your fist or glove before attacking, which combusts as you hit an opponent.

The resulting pops of flame harm both you and your enemy.

Until the end of your next turn, your fist loses the nonlethal trait and deals an additional 1 fire damage on a successful Strike. Each time you succeed on a fist Strike, you take 1 fire damage. If your fist would deal more than one weapon damage die, the fire damage dealt on a successful Strike, to both you and your opponent, is equal to the number of weapon damage dice.

Guns & Gears, page 200.

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Spark Of Independence [>>]

FEAT 5

poppet 

You touch a creature with the minion trait and share the heightened sense of autonomy you've discovered. The minion is quickened for 1 round and is then temporarily immune for 10 minutes. It can use this extra action to Step, Stride, or Strike.

LOTGB, page 64.

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Speak With Bats

FEAT 1

sprite 

Prerequisites nyktera heritage

You can ask questions of, receive answers from, and use the Diplomacy skill with bats.

You gain a +2 circumstance bonus on all Diplomacy checks to Make an Impression on bats or Request something from bats.

LOAG, page 131.

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Speak with Flowers

FEAT 5

ghoran 

At your very heartwood, you're a flower animated by elder magic, and with a little effort, you can speak to your kindred. You can ask questions of, receive answers from, and use the Diplomacy skill with flowering plants of all types.

LOIL, page 38.

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Speak With Kindred

FEAT 5

leshy 

You have a connection with creatures that share your physiology.

You can ask questions of, receive answers from, and use the Diplomacy skill with plants or fungi that match your leshy heritage. Generally, fungus leshies can speak to mushrooms and fungi; gourd leshies can speak to gourds, melons, and similar fruiting plants; leaf leshies can speak with deciduous trees; and vine leshies can speak with vines and climbing plants. The GM determines which plants or fungi count for this ability.

LOCG, page 55.

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Speaking Sky

FEAT 12

archetype 

Prerequisites Faloleis Heavenseeker Dedication

You can hear air movement like soft whispers. You gain the speaking sky ki spell. Increase the number of Focus Points in your focus pool by 1.

AoE2, page 79.

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Speaking Sky

FEAT 12

archetype 

Prerequisites Faloleis Heavenseeker Dedication

You gain the speaking sky ki spell. Increase the number of Focus Points in your focus pool by 1.

LOIL, page 225.

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Specialized Beastmaster Companion

FEAT 14

archetype 

Prerequisites Incredible Beastmaster Companion

Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately).

Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.

Advanced Player’s Guide, page 161.

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Specialized Beastmaster Companion

FEAT 14

archetype 

Prerequisites Incredible Beastmaster Companion

Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Player Core 211). Choose the specialization separately for each companion, including any companion that becomes specialized after you take this feat.

a different specialization to each of your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.

Special You can select this feat more than once. Each time, add

Player Core 2, page 189.

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Specialized Companion

FEAT 14

druid 

Prerequisites Incredible Companion

Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section on page 214.)

Special You can select this feat up to three times. Each time, add a different specialization to your companion.

Core Rulebook, page 139.

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Specialized Companion

FEAT 16

ranger 

Prerequisites Incredible Companion

Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice.

Core Rulebook, page 176.

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Specialized Companion

FEAT 18

uncommon archetype 

Prerequisites Splendid Companion

The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice (Core Rulebook 217). Increase its proficiency rank in Performance to legendary instead of one of the specialization's skill increases.

Extinction Curse #2: Legacy of the Lost God, page 75.

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Specialized Companion

FEAT 14

druid 

Prerequisites Incredible Companion

Your Animal Companion continues to grow in power and ability. It gains one specialization of your choice (page 211.)

Special You can select this feat up to three times. Each time, add a different specialization to your companion.

Player Core 1, page 135.

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Specialized Companion

FEAT 16

ranger 

Prerequisites Incredible Companion

Your Animal Companion continues to grow in power and ability, and it is now cunning enough to become specialized.

Your Animal Companion gains one specialization of your choice (page 211.) Special You can select this feat up to three times. Each time, add a different specialization to your companion.

Player Core 1, page 162.

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Specialized Mount

FEAT 14

archetype 

Prerequisites Incredible Mount

You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice.

Special You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations.

Advanced Player’s Guide, page 165.

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Specialized Mount

FEAT 14

archetype 

Prerequisites Incredible Mount

You’ve trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice.

Special You can select this feat up to three times. Each time, add a different specialization to your mount. Your mount can’t have more than three specializations.

Player Core 2, page 193.

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Specialty Crafting

FEAT 1

general skill 

Prerequisites trained in Crafting

Your training focused on Crafting one particular kind of item. Select one of the specialties; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Specialty
Applicable Items
Alchemy*
Alchemical items such as elixirs
Artistry
Fine art, including jewelry
Blacksmithing
Durable metal goods, including metal armor
Bookmaking
Books and paper
Glassmaking
Glass, including glassware and windows
Leatherworking
Leather goods, including leather armor
Pottery
Ceramic goods
Shipbuilding
Ships and boats
Stonemasonry
Stone goods and structures
Tailoring
Clothing
Weaving
Textiles, baskets, and rugs
Woodworking
Wooden goods and structures
*You must have the Alchemical Crafting skill feat to Craft alchemical items

This feat leads to: Impeccable Crafting.

Core Rulebook, page 266.

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