Feats: T (Part 1 of 5)

60 feats, from Tactical Cadence to Tengu Weapon Study.

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Part: 1 2 3 4 5

Tactical Cadence · Tactical Cadence · Tactical Debilitations · Tactical Debilitations · Tactical Entry · Tactical Entry · Tactical Reflexes · Taelerund Initiate · Taelerund Veteran · Tag Team · Tail Snatch · Tail Spin · Tail Whip · Take The Wheel · Takedown Expert · Takedown Expert · Talisman Dabbler Dedication · Talisman Dabbler Dedication · Talisman Esoterica · Talismanic Sage · Talismanic Sage · Tamper · Tandem Movement · Tandem Strike · Tangle Of Battle · Tangle Of Battle · Tangled Forest Rake · Tangled Forest Rake · Tangled Forest Stance · Tangled Forest Stance · Tap Into Blood · Tap Vitality · Target Of Opportunity · Target Of Opportunity · Target of Psychic Ire · Targeted Redirection · Targeting Finisher · Targeting Finisher · Targeting Shot · Taste Blood · Tateth's Challenge · Tattoo Artist · Tectonic Stomp · Telekinetic Slip · Telluric Power · Telluric Power · Tempest-sun Redirection · Tempest-sun Shielding · Temporary Potions · Ten Lives · Ten Lives · Tenacious Blood Magic · Tenacious Net · Tenacious Toxins · Tenacious Toxins · Tengu Feather Fan · Tengu Lore · Tengu Weapon Expertise · Tengu Weapon Familiarity · Tengu Weapon Study

Tactical Cadence

FEAT 14

archetype 

Prerequisites Cadence Call

Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren't slowed 1 on their following turn if they use the extra action.

Advanced Player’s Guide, page 181.

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Tactical Cadence

FEAT 14

archetype 

Prerequisites Cadence Call

Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively, even in desperate situations. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren’t slowed 1 on their following turn if they use the extra action.

Player Core 2, page 205.

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Tactical Debilitations

FEAT 10

rogue 

Prerequisites Scoundrel racket, Debilitating Strike

You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

Core Rulebook, page 187.

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Tactical Debilitations

FEAT 10

rogue 

Prerequisites Scoundrel racket, Debilitating Strike

You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.

• Debilitation The target can’t use reactions.

• Debilitation The target can’t flank or contribute to allies’ flanking.

Player Core 1, page 175.

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Tactical Entry [F]

FEAT 8

rogue 

Prerequisites master in Stealth

Requirements You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter.

You Stride. This movement doesn't trigger any reactions.

Advanced Player’s Guide, page 136.

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Tactical Entry [F]

FEAT 8

rogue 

Prerequisites master in Stealth

Requirements You rolled Stealth for initiative in this encounter, and neither you nor any enemies have acted yet.

You Stride. This movement doesn’t trigger any reactions.

Player Core 1, page 175.

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Tactical Reflexes

FEAT 10

fighter 

You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your skill action, you gain an additional reaction that can be used only to make a Reactive Strike.

Player Core 1, page 148.

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Taelerund Initiate

FEAT 4

rare gunslinger investigator ranger 

Prerequisites trained in Survival

You've received the basic training developed for all Taelerund recruits. You become an expert in Survival and gain the Experienced Tracker and Survey Wildlife skill feats.

LOIL, page 129.

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Taelerund Veteran [F]

FEAT 8

rare gunslinger investigator ranger 

Trigger Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking.

Your time spent tracking your target allows you to quickly identify its weaknesses and relay them to your allies. Attempt a Recall Knowledge check against the creature you were Tracking. On a success, you always know the creature's greatest weakness and highest resistance or immunity, in addition to any other information the check would typically provide. You immediately use a quick series of hand gestures to signal this information to any allies who can see you.

LOIL, page 129.

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Tag Team [R]

FEAT 10

archetype 

Prerequisites Sniping Duo Dedication

Trigger You or your spotter misses with a Strike against a creature, and the creature is within the other's melee reach or first range increment.

Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering Strike, make a ranged Strike against the same target with a –2 penalty. If you used this reaction after you missed the triggering Strike, your spotter can use their reaction to make a melee or ranged Strike against the same target. Strikes granted by this feat don't count toward your or your spotter's multiple attack penalty and your or your spotter's multiple attack penalty doesn't apply to the granted Strike.

Guns & Gears, page 139.

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Tail Snatch [>]

FEAT 5

vanara 

You can whip your tail around to lash items from the unwary's grip. You attempt to Disarm a creature, ignoring the requirement that you must have at least one hand free. As normal, your tail can't hold the items it disarms.

LOIL, page 56.

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Tail Spin [>>]

FEAT 5

goblin 

Prerequisites tailed goblin heritage, Hard Tail

You excel at using your tail as a weapon to upend your foes.

Attempt a single Athletics check to Trip up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead.

LOCG, page 38.

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Tail Whip

FEAT 1

lizardfolk 

By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait.

This feat leads to: Shed Tail.

LOCG, page 58.

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Take The Wheel [>]

FEAT 4

archetype flourish 

Prerequisites Trick Driver Dedication, expert in Driving Lore

Requirements You are adjacent to a vehicle's point of entry.

Diving into a moving vehicle and seizing the controls is nothing new for you. You Board and Take Control of the adjacent vehicle.

Guns & Gears, page 55.

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Takedown Expert

FEAT 1

investigator 

You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you Devise a Stratagem if you're using a weapon of the club group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those Strikes qualify for your strategic strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty.

Advanced Player’s Guide, page 60.

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Takedown Expert

FEAT 1

investigator 

You’ve mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls for an attack stratagem if you’re using a Weapon of the club group in one hand (like a club or staff), in addition to the usual weapons, and those Strikes qualify for your strategic Strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty.

Player Core 2, page 107.

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Talisman Dabbler Dedication

FEAT 2

archetype dedication 

You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them.

Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula.

A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it.

Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.

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

This feat leads to: Deeper Dabbler, Quick Fix, and Talismanic Sage.

Advanced Player’s Guide, page 195.

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Talisman Dabbler Dedication

FEAT 2

archetype dedication 

You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an accumulation of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans of your level or lower. You remember talisman formulas and don’t need a formula book for them.

Additionally, you carry a vast collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman’s formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you by a temporary talisman you create uses the highest of Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.

Player Core 2, page 217.

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Talisman Esoterica

FEAT 2

esoterica thaumaturge 

You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations.

You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them.

Dark Archive, page 43.

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Talismanic Sage

FEAT 14

archetype 

Prerequisites Talisman Dabbler Dedication

You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.

Advanced Player’s Guide, page 195.

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Talismanic Sage

FEAT 14

archetype 

Prerequisites Talisman Dabbler Dedication

Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you’re working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.

Player Core 2, page 217.

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Tamper [>]

FEAT 1

inventor manipulate 

You tamper with a foe's weapon or armor, using a free hand.

Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a Crafting check against the enemy's Reflex DC.

Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy flat-footed and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used.Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it.Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level.

Guns & Gears, page 25.

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Tandem Movement [>]

FEAT 4

summoner tandem 

You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead.

Secrets of Magic, page 69.

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Tandem Strike [>>]

FEAT 6

summoner tandem 

Requirements A creature is in your and your eidolon's reach.

You and your eidolon each attack, seamlessly targeting the same foe without interfering with each other's movements.

Your eidolon makes a melee Strike, and then you make a melee Strike against the same creature. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after both attacks have been made.

Secrets of Magic, page 70.

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Tangle Of Battle [R]

FEAT 10

barbarian rage 

Trigger You critically hit an adjacent enemy.

Your incredibly vicious Strike pulls you right in close, giving you the opportunity to grab your foe. Attempt to Grapple the triggering enemy.

Advanced Player’s Guide, page 111.

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Tangle Of Battle [R]

FEAT 10

barbarian rage 

Trigger You critically hit an adjacent enemy.

Your vicious Strike pulls your foe closer, giving you the opportunity to Grab them. Attempt to grapple the triggering enemy.

Player Core 2, page 82.

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Tangled Forest Rake [>]

FEAT 14

monk 

Prerequisites Tangled Forest Stance

Requirements You are in Tangled Forest Stance.

You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules found on page 475.

Core Rulebook, page 164.

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Tangled Forest Rake [>]

FEAT 14

monk 

Prerequisites Tangled Forest Stance

Requirements You are in Tangled Forest Stance.

You Reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you can Reposition the target up to 10 feet. You can move the target through your space during this movement.

Player Core 2, page 126.

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Tangled Forest Stance [>]

FEAT 8

monk stance 

Requirements You are unarmored.

You extend your arms like gnarled branches to interfere with your foes' movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While you're in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move.

This feat leads to: Tangled Forest Rake.

Core Rulebook, page 163.

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Tangled Forest Stance [>]

FEAT 8

monk stance 

Requirements You are unarmored.

You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check prefer, you can allow the enemy to move.

Player Core 2, page 123.

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Tap Into Blood [>]

FEAT 1

concentrate sorcerer 

Requirements You are benefiting from a blood magic effect

The power in your blood allows you to Perform minor wizard of magic. You can Perform one of the following skill action depending on the tradition of your bloodline.

• arcane Your mind temporarily opens to the secrets of the world. Attempt to Knowledge; you can use Arcana instead of the skill normally needed for that subject. If you critically fail at this check, you get a Failure instead.

• divine Whatever divine provenance is in your lineage guides you to instinctively move yourself or others out of harm’s way. You Step, or you Reposition a target within your reach using Religion for the check.

• occult Strange mists or swirling colors Hide your movement. You Step up to 10 feet.

• primal The immense power of Nature echoes in your voice.

You can attempt a Nature check to Demoralize a target.

Player Core 2, page 152.

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Tap Vitality [>]

FEAT 6

archetype concentrate healing necromancy positive 

Prerequisites Living Vessel Dedication

Frequency once per hour

You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control.

Special This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.

Dark Archive, page 140.

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Target Of Opportunity [R]

FEAT 14

archetype manipulate 

Prerequisites Marshal Dedication

Trigger An ally succeeds at a ranged Strike against an opponent within your weapon's first range increment.

Requirements You have a ranged or thrown weapon in hand.

You capitalize on your ally's attack to create a coordinated barrage. Make a ranged Strike with a –2 penalty against the opponent targeted by the triggering attack. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses.

Advanced Player’s Guide, page 181.

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Target Of Opportunity [R]

FEAT 14

archetype manipulate 

Prerequisites Marshal Dedication

Trigger An ally succeeds at a ranged Strike against an opponent in your weapon’s first range increment.

Requirements You have a ranged or thrown weapon in hand.

You capitalize on your ally’s attack and use the opportunity to secure a blow of your own, adding to the oncoming barrage. Make a ranged Strike with a –2 penalty against the opponent targeted by the triggering attack. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally’s attack for the purpose of resistances and weaknesses.

Player Core 2, page 205.

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Target of Psychic Ire

FEAT 16

amp evocation occult psychic 

Your magic saturates your surroundings with hateful psychic energy. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast and targets a creature.

Amp Choose one target of the spell. Psychic phenomena turn themselves on the target—typically, objects fling themselves at the creature. At the beginning of each of the target's turns, it takes 1d4 bludgeoning damage for each spell level of the psi cantrip this amp was added to, with a basic Reflex save.The target remains marked by psychic ire for 3 rounds. The effect persists even if you fall unconscious or leave the area.

Dark Archive, page 29.

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Targeted Redirection [>]

FEAT 6

archetype 

Prerequisites Sniping Duo Dedication

You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover.

If your next action is to make a ranged Strike, you treat your spotter's position as your own for the purposes of determining cover and range. Your spotter must be within your weapon's first range increment and they must use a reaction to redirect your shot.

Guns & Gears, page 138.

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Targeting Finisher [>]

FEAT 10

finisher swashbuckler 

Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and Strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute.

Advanced Player’s Guide, page 92.

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Targeting Finisher [>]

FEAT 10

finisher swashbuckler 

Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and Strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for single gate minute.

• Arm (or another limb used for attacks, such as a tentacle) The target is enfeebled 2. On a critical hit, it is also enfeebled 1 for single gate minute.

• Head The target is stupefied 2. On a critical hit, it is also stupefied 1 for single gate minute.

• Legs The target takes a –10-foot status penalty to its Speeds. On a critical hit, it also takes a –5-foot status penalty to its Speeds for single gate minute.

Player Core 2, page 167.

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Targeting Shot [>]

FEAT 14

concentrate press ranger 

Prerequisites Hunter's Aim

You carefully track your prey's position and defenses, allowing you to follow up around obstacles that block your shot. Make a ranged weapon Strike against your hunted prey. You ignore the target's concealed condition and all cover.

Core Rulebook, page 176.

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Taste Blood [>]

FEAT 5

dhampir necromancy negative 

Prerequisites Cel Rau, Faluratik, Bogedaen, or another lineage from a vampire with the Drink Blood ability

You retain not only your vampiric parent's taste for blood but their ability to gain vitality from it. You drink fresh blood from a living humanoid creature, gaining temporary Hit Points equal to the target's level that last for 10 minutes. The target must succeed at a Fortitude save against the higher of your class DC or spell DC or become drained 1. Regardless of the outcome of this save, the target is temporarily immune to your Taste Blood for 1 day; further uses of this ability against the target don't increase the drained condition or grant you more temporary Hit Points.

To drink a creature's blood, either your last action must have been a fangs Strike that damaged the target, or the target must be restrained or unconscious and your last action must have been a Strike that dealt piercing or slashing damage to them.

If the target is willing, they don't need to be restrained or unconscious for the latter.

Draining the life force from an unwilling humanoid creature is a greater violation than just drinking their blood. Taste Blood has the evil trait unless the target is willing or is an active foe in combat.

LOAG, page 28.

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Tateth's Challenge [>]

FEAT 6

archetype mental 

Prerequisites expert in Deception, Diplomacy, or Intimidation; Shikhaegaix Braggart Dedication

You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a Deception, Diplomacy, or Intimidation check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed Strikes against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute.

This feat leads to: Demanding Challenge.

LOCG, page 74.

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Tattoo Artist

FEAT 2

general skill 

Prerequisites trained in Crafting

You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower.

This feat leads to: Legendary Tattoo Artist.

Treasure Vault, page 118. Originally in SoM.

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Tectonic Stomp [>>]

FEAT 10

rare deviant evocation magical 

You cause minor tremors that topple your enemies. All creatures in a 30-foot emanation who are standing on the ground take 1d6 bludgeoning damage for every 2 levels you have, with a basic Reflex save. A creature that fails its save also falls prone.

Awakening Your stomp also ejects large fragments from the ground. You raise up to three stone chunks from the ground in unoccupied squares in the emanation; the stones can't be adjacent to one another. The chunks are 5 feet tall, block movement, and are large enough to Take Cover behind. They have AC 10, Hardness 8, and Hit Points equal to your level.

They are immune to critical hits and precision damage. A stone chunk crumbles away when it has 0 Hit Points, and all of them crumble after 1 minute or when you use Tectonic Stomp again.

Awakening Your stomp rattles those who fail horribly. A creature that critically fails its save is also stunned 1.

Dark Archive, page 78.

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Telekinetic Slip [R]

FEAT 9

evocation kashrishi occult 

Frequency once per day

Trigger Your turn begins, and you're grabbed or restrained.

A thin shell of telekinetic energy pushes from your skin, widening your enemy's grasp enough for you to slip free. You gain a +2 status bonus to checks to Escape from whatever has you grabbed or restrained. This bonus lasts until either you're no longer grabbed or restrained, or you fall unconscious.

LOIL, page 45.

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Telluric Power

FEAT 13

dwarf 

You channel strength from the earth beneath your feet to pummel your enemies. When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice.

Advanced Player’s Guide, page 42.

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Telluric Power

FEAT 13

dwarf 

You channel strength from the earth beneath your feet to pummel your enemies. When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of Weapon damage dice or unarmed attack dice.

Player Core 1.

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Tempest-sun Redirection [>]

FEAT 6

archetype metamagic 

Prerequisites Falutairnn Attendant Dedication, Tempest-Sun Mages affiliation

If the next action you use is to Cast a Spell from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level.

This feat leads to: Tempest-sun Shielding.

LOCG, page 102.

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Tempest-sun Shielding [R]

FEAT 10

archetype 

Prerequisites Tempest-Sun Redirection

Trigger You or an ally within 30 feet takes damage.

You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell.

LOCG, page 103.

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Temporary Potions

FEAT 10

witch 

Prerequisites Cauldron

During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to Craft them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.

If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four.

Advanced Player’s Guide, page 104.

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Ten Lives

FEAT 17

catfolk 

Prerequisites Evade Doom

When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a dying value 1 less than would normally kill you (typically dying 3). This doesn't change the result for any other creature affected.

LOAG, page 20.

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Ten Lives

FEAT 17

catfolk 

Prerequisites Evade Doom

When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a dying value single gate less than what would normally kill you (typically dying 3). This doesn't change the result for any other creature affected.

Player Core 2.

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Tenacious Blood Magic [F]

FEAT 20

uncommon sorcerer 

Frequency once per minute

Trigger You apply an effect from your blood magic that lasts for 1 round.

You have learned how to invest magic more deeply by witnessing Giatevrin's works. The triggering blood magic effect lasts for 1 minute instead of 1 round.

Extinction Curse #6: The Apocalypse Prophet, page 73.

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Tenacious Net

FEAT 5

grippli 

Escaping your nets is no simple task. The Athletics DC to Force Open or Escape your nets increases from 16 to 18. After a creature you grabbed with a net Escapes or Forces Open the net, stray strands of the net cling to the creature, causing them to remain flat-footed until the beginning of their next turn.

LOME, page 122.

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Tenacious Toxins

FEAT 4

alchemist 

Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration.

Advanced Player’s Guide, page 107.

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Tenacious Toxins

FEAT 4

alchemist 

Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison’s stage single gate interval, to a maximum of twice the poison’s maximum duration.

Player Core 2, page 65.

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Tengu Feather Fan

FEAT 5

tengu 

You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the evocation and primal traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have.

The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher. You can cast the 1st-level gust of wind spell by activating your tengu feather fan.

Activate Interact; Frequency once per day; Effect You cast one of the spells contained in your tengu feather fan. Activating the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day.

This feat leads to: Wind God's Fan and Thunder God's Fan.

LOAG, page 59.

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Tengu Lore

FEAT 1

tengu 

You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in Society and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Tengu Lore.

Advanced Player’s Guide, page 26.

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Tengu Weapon Expertise

FEAT 13

tengu 

Prerequisites Tengu Weapon Familiarity

Study has made you an expert with tengu weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency for the weapons from your Tengu Weapon Familiarity.

Advanced Player’s Guide, page 27.

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Tengu Weapon Familiarity

FEAT 1

tengu 

You've trained with a blade and other tengu weapons ever since you hatched. You gain access to khakkaras. Additionally, choose two weapons from the sword group. You can choose from among all common martial swords, plus the katana, temple sword, and wakizashi. For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from.

You also gain access to all uncommon tengu weapons. For the purpose of determining your proficiency, martial tengu weapons are simple weapons, and advanced tengu weapons are martial weapons.

This feat leads to: Eclectic Sword Training, Eclectic Sword Mastery, Tengu Weapon Expertise, and Tengu Weapon Study.

Advanced Player’s Guide, page 26.

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Tengu Weapon Study

FEAT 5

tengu 

Prerequisites Tengu Weapon Familiarity

You've learned techniques for using blades and other tengu weapons. Whenever you critically hit using one of the weapons from your Tengu Weapon Familiarity, you apply the weapon's critical specialization effect.

Advanced Player’s Guide, page 27.

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