60 feats, from Saber Teeth to School Spell Redirection.
Part: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Saber Teeth · Saber Teeth · Sabotage · Sabotage · Sabrid · Sacral Lord · Sacral Monarch · Sacred Armaments · Sacred Defender · Sacred Defender · Sacred Defense · Sacred Ground · Sacred Ki · Sacred Spells · Sacrifice Armor · Saetreind Purist · Safe Elements · Safe House · Safe House · Safeguard Soul · Safeguard Spell · Safeguarded Spell · Safety Measures · Saidounae · Sanctify Armament · Sanctify Water · Sanctify Water · Sand Snatcher · Sanguivolent Roots · Sap Life · Sap Life · Sapping Symbol · Savage Critical · Savage Critical · Saving Slash · Scalding Spit · Scales Of The Dragon · Scaling Poppet · Scalpel's Point · Scalpel’s Point · Scamper · Scamper · Scamper Underfoot · Scapegoat Parallel Self · Scar-thick Skin · Scar-Thick Skin · Scare To Death · Scare to Death · Scarecrow · Scars Of Steel · Scatter Blast · Scattered Fire · Scavenger's Search · Scholar's Hunch · Scholar's Inheritance · Scholarly Defense · Scholastic Identification · Scholastic Identification · School Counterspell · School Spell Redirection
Saber Teeth
FEAT 1
You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the unarmed trait.
LOAG, page 19.
Saber Teeth
FEAT 1
You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the unarmed trait.
FEAT 4
Requirements You have a free hand.
You subtly damage others' equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can't take the item below its Break Threshold.
Critical Success You deal damage equal to four times your Thievery proficiency bonus.Success You deal damage equal to double your Thievery proficiency bonus.Critical Failure Temporarily immune to your Sabotage for 1 day.Core Rulebook, page 185.
FEAT 4
Requirements You have a free hand.
You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery Sabotage can’t take the item below its Broken Threshold.
Critical Success You deal damage equal to 4 x your Thievery proficiency bonus.
Success You deal damage equal to double your Thievery proficiency bonus.
Critical Failure The item is temporarily immune to your Sabotage for single gate day.
Player Core 1, page 172.
Sabrid
FEAT 5
Prerequisites Falograk
Zamoulel smiles upon you—even if you curse his name—granting you pitch-black eyes that allow you to see in shadows and darkness. You gain darkvision.
LOCG, page 13.
Sacral Lord
FEAT 4
Prerequisites trained in Occultism or Religion
By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast detect magic, guidance, and sigil as innate divine cantrips, and you gain a +1 circumstance bonus to Make an Impression on creatures that have the celestial, fiend, fey, monitor, or spirit traits.
Special You and your land are linked. Changes to one mirror themselves on the other—if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land.
This feat leads to: Sacral Monarch.
Dark Archive, page 177.
Sacral Monarch
FEAT 14
Prerequisites Sacral Lord, master in Occultism or Religion
You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast banishment and inevitable disaster (Secrets of Magic 111) as innate divine spells, each once per day.
Dark Archive, page 177.
Sacred Armaments
FEAT 6
Prerequisites Sitreiku Sentry Dedication
Through the power of your faith or the blessing of a priest, your weapons are fully effective against incorporeal creatures.
Weapons you wield have the effects of a ghost touch property rune for as long as you wield them.
LOKL, page 79.
Sacred Defender
FEAT 20
You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success.
Advanced Player’s Guide, page 121.
Sacred Defender
FEAT 20
You are a great warrior that can stand up strong against the fiercest opponents to your cause. You gain resistance 5 to bludgeoning, piercing, and slashing damage. If you’re holy, this resistance increases to 10 against unholy creatures, and if you’re unholy it increases to 10 against holy creatures. In addition, creatures and effects that roll a natural 20 on an attack roll against you don’t improve their result by one degree of success.
Player Core 2, page 99.
FEAT 7
Prerequisites master in Religion, you follow a deity
Frequency once per hour
You call upon your deity to grant you their protective blessing. Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success).
Critical Success You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.Success You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.Critical Failure Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day.LOGM, page 105.
Sacred Ground
FEAT 4
Prerequisites harmful font or healing font
Once per 10 minutes. You pray continuously for single gate minute to call a subtle shadow of your deity's realm over a 30-foot burst centered on you. It lasts for 10 minutes, and a creature that remains in the area for the entire 10 minutes regains Hit Points equal to your level.
If you have a healing font, this activity has the healing and vitality traits and heals living creatures. If you have a harmful font, this activity has the healing and void traits and heals undead creatures (or other creatures with void healing). Clerics with Versatile Font can choose either or both. It can't damage creatures in any case.
Player Core 1, page 116.
Sacred Ki
FEAT 4
Prerequisites Ki Strike, you follow a deity
The power of your faith suffuses your ki. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity's alignment components.
When you cast the ki strike focus spell and damage a creature whose alignment is opposite your chosen alignment, you can choose for the ki strike damage to be of the chosen type. Additionally, you can substitute the damage from ki blast (or other ki spells that deal force damage, at the GM's discretion) with damage of your chosen alignment.
LOGM, page 105.
Sacred Spells
FEAT 4
Prerequisites Hallowed Necromancer Dedication
Add chill touch, death ward, disrupt undead, disrupting weapons, holy cascade, magic stone, and sunburst to your spell list. These are all necromancy spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list.
In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits.
Book of the Dead, page 25.
FEAT 8
Trigger You are hit by a Strike that deals physical damage.
With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes broken, reducing its Hit Points to its Broken Threshold. If your armor was already damaged, it is destroyed instead.
This feat leads to: Greater Interpose.
Advanced Player’s Guide, page 120.
Saetreind Purist
FEAT 8
Prerequisites Twilight Speaker Dedication
All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Saetreind way unchanged. Such dedication has given you a trained eye for subtlety and deception. When you attempt to Sense the Motive of a non-elf humanoid creature and you roll a critical failure, you fail instead.
Safe Elements
FEAT 4
Elements are wild and dangerous, but you've found ways to reduce their risk. When you Channel Elements or use a stance impulse that affects your kinetic aura, you can designate a number of creatures up to your Constitution modifier (minimum 1 creature). Choose whether they are immune to the benefits of your kinetic aura or immune to its damage and drawbacks. You don't have to be able to see a creature to designate it, nor does it need to be in your kinetic aura, but you can't designate a creature that's unnoticed by you.
In addition, you gain the Pacifying Infusion action.
Rage of Elements, page 22.
Safe House
FEAT 4
Prerequisites Vigilante Dedication
You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your Deception modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in Deception, eight cubes if you're a master, and 16 cubes if you're legendary.
Advanced Player’s Guide, page 196.
Safe House
FEAT 4
Prerequisites Vigilante Dedication
You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of two 10-foot cubes. It’s in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of veil of privacy, using your Deception modifier counteract rank. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you’re an expert in Deception, eight cubes if you’re a master, and 16 cubes if you’re legendary.
Player Core 2, page 219.
Safeguard Soul
FEAT 8
Prerequisites Soul Warden Dedication
You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against death effects, possession effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well.
Book of the Dead, page 27.
FEAT 6
You are inured to the effects of your own single spell. If the next action you take is to Cast a Spell with an area, you aren’t affected by the spell even if you are within the area.
Player Core 2, page 154.
FEAT 8
You bring the magical wavelengths of your spell into sync with the ones produced by your own body. If the next action you take is to Cast a Spell with an area, you aren't affected by the spell even if you are within the area.
Advanced Player’s Guide, page 139.
Safety Measures
FEAT 4
Prerequisites Demolitionist Dedication
You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover.
Guns & Gears, page 133.
Saidounae
FEAT 1
Your lineage shows the signs of velstrac tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls. Your flesh heals cleanly and quickly—all the better for you to serve as a subject for their ghastly art. You gain the Fast Recovery feat, even if you don't meet the prerequisites.
This feat leads to: Velstrac Magic.
LOAG, page 63.
FEAT 8
Prerequisites holy or unholy trait
You touch a Weapon and bring it into concordance with your deity. For single gate round, that Weapon gains your holy or unholy trait. It also deals an additional 2d6 Spirit instinct damage to creatures of the opposed trait. For example, if you are holy, the Weapon would deal an extra 2d6 Spirit instinct damage to unholy creatures.
If you use Sanctify Armament again, any previous use of it expires.
Player Core 1, page 117.
FEAT 7
Prerequisites master in Religion, good or evil deity
You imbue water with your deity's blessing. Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water's transient power doesn't make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in Religion, you can sanctify three containers held by you or allies within your reach instead of one.
LOGM, page 105.
FEAT 2
Prerequisites expert in Religion, must worship a deity that lists "holy" or "unholy" in their sanctification
You imbue water with your deity's blessing. Choose a container of water with light Bulk possessed by you or an ally within your reach. Until the end of your next turn, it becomes holy water or unholy water. You can choose holy water if your deity allows holy sanctification, unholy water if your deity allows unholy sanctification, or either if your deity allows both sanctifications. This is a temporary effect and doesn't impart monetary value or allow the water to be used for costs of rituals or the like. If you're a master in Religion, you can sanctify two containers when you take this action, and if you're legendary, you can sanctify three.
FEAT 6
A figure of sand with grasping arms arises in an unoccupied square within 30 feet. You can choose to make it Small or Medium size, and it can flank. When the sand snatcher appears, you can have it attempt to Grapple one creature adjacent to it that's no more than one size larger than it. This Grapple uses your impulse attack roll instead of an Athletics check and shares your multiple attack penalty. The sand snatcher lasts until the end of your next turn, and you can Sustain the impulse up to 1 minute. Each time you Sustain the impulse, you can have the sand snatcher either Grapple again or Burrow, Climb, or Stride up to 20 feet. Attempts to Escape its grasp use your class DC.
Level (10th) You can also choose Large size.
Level (14th) You can also choose Large or Huge size.
Rage of Elements, page 26.
FEAT 8
Blood-drinking vines grow from the ground in a 15-foot burst within 120 feet. Each living enemy in the area has its blood drained, taking 3d6 piercing damage with a basic Fortitude save against your class DC. Each time the vines drink blood, living creatures in the area who aren't your enemies regain HP equal to half the damage a single creature took; calculate this using the highest damage a single creature took. This is a healing vitality effect. Your enemies with void healing in the area take vitality damage in the same amount as the healing.
The vines last until the end of your next turn, and you can Sustain the impulse. The first time you Sustain the impulse on subsequent turns, you can repeat the effect.
Level (+2) The damage increases by 1d6.
Rage of Elements, page 35.
Sap Life
FEAT 2
You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren't a living creature, you gain no benefit from this feat.
Core Rulebook, page 122.
Sap Life
FEAT 2
You draw the life force out of your enemies. When you Cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. If you aren't a living creature, you gain no benefit from this feat.
Player Core 1, page 115.
FEAT 12
Prerequisites Raise Symbol
Trigger While you have your symbol raised, you are about to take damage from a melee attack.
Your religious symbol glows with sacred energy, turning the attacker's strength to weakness. Attempt a Religion check against the triggering creature's Will DC. Regardless of the result, the creature is temporarily immune for single gate minute.
Critical Success The creature is enfeebled 2 until it spends at least 1 action moving away from you.Success As critical success, but enfeebled 1.Player Core 1, page 119.
Savage Critical
FEAT 18
The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure.
Core Rulebook, page 153.
Savage Critical
FEAT 18
The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a Failure.
Player Core 1, page 151.
Saving Slash ]
FEAT 10
Prerequisites Faligi Duelist Dedication
Trigger An opponent critically hits you with a melee attack.
You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit.
LOWG, page 35.
Scalding Spit
FEAT 9
Prerequisites Torch Goblin
Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking persistent fire damage, you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals 1d6 fire damage.
LOCG, page 39.
Scales Of The Dragon
FEAT 4
Prerequisites Dragon Disciple Dedication
Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Your resistance from Dragon Disciple Dedication increases to 3 + half your level.
Advanced Player’s Guide, page 169.
Scaling Poppet
FEAT 9
Your construction integrates ropes, hooks, or other tools to help you move across steep surfaces. You gain a climb Speed of 15 feet.
LOTGB, page 65.
Scalpel's Point
FEAT 4
Prerequisites forensic medicine methodology
Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to Devising a Stratagem, if your attack dealt piercing or slashing damage, you also deal 1d6 persistent bleed damage to your target.
Advanced Player’s Guide, page 62.
Scalpel’s Point
FEAT 4
Prerequisites forensic Medicine methodology
Your stratagems benefit from your precise Knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to Devising a Stratagem, if your attack dealt piercing or slashing damage, you also deal 1d6 persistent bleed damage to your target.
Player Core 2, page 109.
FEAT 1
Requirements You are adjacent to at least one enemy.
You instinctively know how to flee danger. You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy.
This feat leads to: Tough Tumbler.
Advanced Player’s Guide, page 14. Reprinted in LTiBA.
FEAT 1
Requirements You are adjacent to at least one enemy.
You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy.
Scamper Underfoot
FEAT 1
You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn't make the squares difficult terrain.
Extinction Curse #3: Life’s Long Shadows, page 72.
FEAT 20
Frequency once per day
Trigger Your turn starts or your oracular curse would advance.
Seeing Faleivoum superimpose creatures with similar metaphysical properties, you've realized a way to manipulate the effects of your oracular curse.
You immediately change your curse to its minor, moderate, or major stage, or back to its mild form, exchanging the curse effect with that of a parallel version of yourself in another reality.
Fists of the Ruby Phoenix #3: King of the Mountain, page 76.
Scar-thick Skin
FEAT 5
Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.
LOAG, page 52.
Scar-Thick Skin
FEAT 5
Glorious, storied scars cover and protect much of your body, girding you in fleshly armor that resists any wound weaker than those you have already survived. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.
FEAT 15
Prerequisites legendary in Intimidation
You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can't hear you or doesn't understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute.
Critical Success The target must attempt at a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait.Success The target becomes frightened 2.Failure The target becomes frightened 1.Critical Failure The target is unaffected.Core Rulebook, page 266.
FEAT 15
Prerequisites legendary in Intimidation
You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can't hear you or doesn't understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for single gate minute.
Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait.Success The target becomes frightened 2.Failure The target becomes frightened 1.Critical Failure The target is unaffected.Scarecrow
FEAT 8
Prerequisites Bellflower Dedication
You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop grabbed, that member can attempt to Escape using a reaction.
Age of Ashes #3: Tomorrow Must Burn, page 75.
FEAT 4
Prerequisites fury instinct
Trigger An opponent critically hits you with an attack that deals physical damage.
Once per day. When you are struck with the mightiest of blows, you can flex your muscles to turn aside some of the damage. You gain resistance to the triggering attack equal to your Constitution modifier plus half your level.
Player Core 2, page 78.
FEAT 6
Requirements You're wielding a loaded firearm that has the scatter trait.
You pack your weapon with additional shot and powder, creating a risky but devastating wave of destruction. Make a ranged Strike with the firearm. The firearm's range increment increases by 20 feet and the radius of its scatter increases by 20 feet. The Strike gains the following failure conditions.
Failure The firearm misfires, but it doesn't cause the other critical failure effects listed below.Critical Failure The firearm misfires and also explodes. It becomes broken, and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes.Guns & Gears, page 114.
Scattered Fire
FEAT 8
Prerequisites Spell Trickster Dedication, ability to cast fireball
When you cast fireball, you can modify its area to be two non-overlapping 10-foot bursts.
LOTGB, page 124.
Scavenger's Search
FEAT 1
You're always on the lookout for supplies and valuables. Each time you use the Seek action to search for objects (including secret doors and hazards), you can search for objects in your choice of a 10-foot emanation around you or an adjacent 15-foot-by-15-foot area, rather than a single adjacent 10-foot-by-10-foot area.
Advanced Player’s Guide, page 26.
FEAT 8
Prerequisites Thiavrunaed Skysage Dedication
Frequency once per hour
Trigger You fail a Lore or Occultism skill check.
Scholarly debates have taught you to think on your feet. Reroll the failed check and use the new result.
Gatewalkers #1: The Seventh Arch, page 82.
Scholar's Inheritance
FEAT 1
Your parents devoted themselves to alchemical experiments involving elemental energy.
You gain the trained proficiency rank in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Alchemical Crafting skill feat.
LOAG, page 111.
Scholarly Defense
FEAT 6
Prerequisites Eldritch Researcher Dedication
Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level.
Scholastic Identification
FEAT 7
Prerequisites Archaeologist Dedication, master in Society
You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.
Advanced Player’s Guide, page 156.
Scholastic Identification
FEAT 7
Prerequisites Archaeologist Dedication, master in Society
You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining.
You can also use Society to Identify Magic when examining a magic item or location with cultural significance.
Player Core 2, page 184.
School Counterspell
FEAT 12
Prerequisites Counterspell, Sigilarch Dedication
Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school.
Secrets of Magic, page 241.
School Spell Redirection
FEAT 18
Prerequisites Counterspell, Sigilarch Dedication
When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects.
Secrets of Magic, page 241.