60 feats, from Ubiquitous Gadgets to Unfazed Assessment.
Part: 1 2
Ubiquitous Gadgets · Ubiquitous Overdrive · Ubiquitous Snares · Ubiquitous Weakness · Ultimate Flexibility · Ultimate Flexibility · Ultimate Mercy · Ultimate Mercy · Ultimate Polymath · Ultimate Polymath · Ultimate Skirmisher · Ultimate Skirmisher · Unassuming Dedication · Unbalancing Blow · Unbalancing Blow · Unbalancing Finisher · Unbalancing Finisher · Unbalancing Sweep · Unbalancing Sweep · Unbelievable Escape · Unbelievable Luck · Unbound Freedom · Unbreakable-er Goblin · Unburdened Iron · Unburdened Iron · Uncanny Agility · Uncanny Awareness · Uncanny Bombs · Uncanny Bombs · Uncanny Cheeks · Uncanny Dodge · Uncanny Dodge · Uncanny Suction · Unconventional Expertise · Unconventional Weaponry · Unconventional Weaponry · Undaunted · Undead Companion · Undead Empathy · Undead Master Dedication · Undead Slayer · Undead Slayer Dedication · Underground Network · Underground Network · Underhanded Assault · Underhanded Assault · Underwater Marauder · Underwater Marauder · Underwater Volcano · Underworld Investigator · Underworld Investigator · Undying Conviction · Undying Ferocity · Undying Ferocity · Uneasy Rest · Unending Emptiness · Unerring Shot · Unexpected Sharpshooter Dedication · Unexpected Shift · Unfazed Assessment
Ubiquitous Gadgets
FEAT 8
Prerequisites Gadget Specialist
They thought you had used up all your devices, but they thought wrong! You have a few more gadgets up your sleeve than others expect. Increase the number of temporary gadgets you can create each day by 2.
Special You can select this feat a second time if you are 14th level or higher.
Guns & Gears, page 28.
Ubiquitous Overdrive
FEAT 20
Prerequisites Shared Overdrive
You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once. During your daily preparations, select up to six willing allies. Whenever you Overdrive, you grant the benefits of your overdrive to any of these allies you choose who are within 30 feet of you. The allies don't gain the increased damage from expert, master, or legendary overdrive.
Construct Companions A construct companion is a loyal semi-sentient construct who follows your orders obediently and is roughly as intelligent as an animal. Your construct companion has the minion trait, and it gains 2 actions during your turn if you use the Command a Minion action to command it.
If your companion is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level. On a success, you rebuild your companion. You can have only one construct companion at a time, and you can have either a construct companion or an animal companion, but not both.
Guns & Gears, page 32.
Ubiquitous Snares
FEAT 16
Prerequisites Snare Specialist
You can prepare a seemingly impossible number of snares in advance, and you're ready to spring them on unsuspecting foes. Double the number of prepared snares from Snare Specialist.
This feat leads to: Impossible Snares.
Core Rulebook, page 177.
Ubiquitous Weakness
FEAT 20
Prerequisites Share Weakness
You've nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica. When you use Exploit Vulnerability and choose mortal weakness, select any number of allies within 30 feet of you. Their Strikes apply the weakness from mortal weakness the same way your Strikes do. This benefit ends when you stop benefiting from Exploit Vulnerability. Since this effect depends on magically strengthening your bond to your allies, only allies with whom you've developed a rapport over the course of one or more days gain the benefit.
Dark Archive, page 47.
Ultimate Flexibility
FEAT 20
Prerequisites improved flexibility
Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats' prerequisites. In addition, you can adapt to the battlefield's challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can't trade out limited-use abilities that you've already used, such as Determination.
Advanced Player’s Guide, page 127. Originally in AoA6.
Ultimate Flexibility
FEAT 20
Prerequisites of the third feat. You must meet all three wizard’
Your experience keeps you on your toes, helping you adopt complex strategies on the fly and face the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter wizard instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level.
You can use the first feat to meet the prerequisites of the second or third wizard and the second feat to meet the other prerequisites normally.
In addition, you can adapt to the battlefield’s challenges by spending single gate hour to train. If you do, you can reselect the wizard chosen with combat flexibility as if you had made your daily preparations. You can’t trade out limited-use abilities that you’ve already used, such as Determination.
Player Core 1, page 151.
Ultimate Mercy
FEAT 18
Prerequisites Mercy
Your mercy transcends the bounds of life and death. When you use Mercy, you can cast lay on hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can't use Ultimate Mercy if the triggering effect was disintegrate or a death effect.
Core Rulebook, page 115.
Ultimate Mercy
FEAT 18
Prerequisites Mercy
Your Mercy transcends the bounds of life and death. Add ultimate Mercy to the types of Mercy you can provide. When you use Mercy, you can target a creature that died since your last turn to return it to life. The target returns to life with 1 Hit Point and becomes wounded 1. You can’t return the target to life if it died from disintegrate or a death effect. The creature gains the other benefits of lay on hands after it returns to life.
Player Core 2, page 99.
Ultimate Polymath
FEAT 20
Prerequisites polymath muse
You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you.
Advanced Player’s Guide, page 115.
Ultimate Polymath
FEAT 20
Prerequisites Polymath muse
You can flexibly Cast all of your single spell, granting a dizzying array of possible options. All of the single spell in your repertoire are signature single spell for you.
Player Core 1, page 107.
Ultimate Skirmisher
FEAT 20
Prerequisites wild stride
You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don't trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.
Core Rulebook, page 177.
Ultimate Skirmisher
FEAT 20
Prerequisites unimpeded journey
You are so skilled at navigating the Wild order, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.
Player Core 1, page 163.
Unassuming Dedication
FEAT 1
Access Uhlam ethnicity
Your family instilled the values of care and patience into you from a young age.
You gain a +1 circumstance bonus to checks to perform a downtime activity.
LOCG, page 44.
Unbalancing Blow
FEAT 2
Prerequisites Thief racket
Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn.
Core Rulebook, page 184.
Unbalancing Blow
FEAT 2
Prerequisites Thief racket
Interweaving attacks, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is offguard against your attacks until the end of your next turn.
Player Core 1, page 171.
FEAT 2
You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is flat-footed until the end of your next turn.
Advanced Player’s Guide, page 89.
FEAT 2
You attack with a flashy assault that leaves your target off Balance. Make a melee Strike. If you hit and deal damage, the target is off-guard until the end of your next turn.
Player Core 2, page 165.
FEAT 12
You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to Shove or Trip all three of them.
Whichever of the two options you choose, roll a separate Athletics check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.
Advanced Player’s Guide, page 111.
FEAT 12
You make a great sweep with your Weapon or fists about yourself, knocking creatures off their feet and away from you. Choose up to three enemies within your reach and choose whether to shove or trip all three of them. Whichever of the two options you choose, roll a separate Athletics check against each enemy, performing the same action against each enemy. Each attempt counts toward your multiple attack penalty, but don’t increase your penalty until you have made all the attempts.
Player Core 2, page 83.
Unbelievable Escape
FEAT 10
Prerequisites Unexpected Sharpshooter Dedication
Your ability to narrowly evade danger defies all logic. You can use Lucky Escape once per hour instead of once per day.
Guns & Gears, page 143.
Unbelievable Luck
FEAT 8
Prerequisites Unexpected Sharpshooter Dedication
While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day.
Guns & Gears, page 143.
Unbound Freedom
FEAT 13
Your future is no other person's to control, and the cycles of your fate sometimes step in to protect you when that control would be taken from you. Whenever you would gain the controlled condition, you can attempt a DC 17 flat check. On a success, you don't gain the condition.
LOIL, page 57.
Unbreakable-er Goblin
FEAT 13
Prerequisites unbreakable goblin heritage
As hard as most unbreakable goblin are to break, you are that much harder to break. You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the Bouncy Goblin feat, after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet.
LOCG, page 39.
Unburdened Iron
FEAT 1
You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
Core Rulebook, page 36.
Unburdened Iron
FEAT 1
You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you're taking a penalty to your Speed for some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
Uncanny Agility
FEAT 1
You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady Balance skill feat. You can Step into difficult terrain caused by uneven ground, such as a rocky field or hilly incline.
LOAG, page 59.
Uncanny Awareness
FEAT 5
You have a keen sense of movement around you. You gain motion sense as an imprecise sense out to 30 feet. Motion sense allows you to detect nearby motion through vibration and air movement.
LOAG, page 94.
Uncanny Bombs
FEAT 12
Prerequisites Far Lobber
You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature.
Core Rulebook, page 79.
Uncanny Bombs
FEAT 12
Prerequisites Far Lobber
You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance succeed at the flat check when targeting a concealed creature.
Player Core 2, page 68.
Uncanny Cheeks
FEAT 9
You squirrel away useful objects and seem to retrieve them at just the right time.
You gain the Prescient Consumable and Prescient Planner feats, except that you always withdraw the objects from your cheek pouches. This means the object you retrieve must fit in your cheek pouches; this is generally an item of negligible Bulk unless you also have the Cheek Pouches feat.
LOAG, page 56.
Uncanny Dodge
FEAT 10
Prerequisites Rogue Dedication
You gain the deny advantage class feature (page 181).
Core Rulebook, page 229.
Uncanny Dodge
FEAT 10
Prerequisites Rogue Dedication
You gain the deny advantage class feature (page 167).
Player Core 1, page 221.
Uncanny Suction
FEAT 12
Prerequisites Oozemorph Dedication
Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the Quick Climb feat, your climb Speed is equal to your land Speed.
In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed.
The Slithering, page 60.
Unconventional Expertise
FEAT 13
Prerequisites Unconventional Weaponry, trained in the weapon you chose for Unconventional Weaponry
You've continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.
Core Rulebook, page 58.
Unconventional Weaponry
FEAT 1
You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon.
If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
This feat leads to: Unconventional Expertise.
Core Rulebook, page 57.
Unconventional Weaponry
FEAT 1
You've familiarized yourself with a particular Weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial Weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that Weapon, and for the purpose of proficiency, you treat it as a simple Weapon.
If you are trained in all martial weapons, you can instead choose an uncommon Advanced Weapon that has an ancestry's trait or is common in another culture. You gain access to that Weapon and have familiarity with that Weapon. For the purpose of proficiency, you treat it as a martial Weapon.
Undaunted
FEAT 1
Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
LOCG, page 54.
Undead Companion
FEAT 5
Prerequisites an animal companion or a familiar
Your companion is also touched by undeath, a mix of a traditional companion and a skeleton, zombie, or stranger form of unlife. Your companion gains the undead trait instead of the animal trait and gains negative healing. It otherwise uses the normal rules for an animal companion or familiar; that means it can still be affected by many conditions or effects to which most undead are immune.
LOAG, page 28.
Undead Empathy
FEAT 1
Your relationship with undeath gives you a stronger bond with other undead. You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them. As long as there aren't living creatures nearby, they usually let you speak. If the undead creature currently is in the thrall of a creature whose level is higher than yours, you typically need a critical success on your Diplomacy skill check.
Book of the Dead, page 56.
Undead Master Dedication
FEAT 2
Prerequisites evil alignment
You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214.
Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your "active companion," follows you during exploration and encounters; the rest are reduced to an "inactive" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the Call Companion action (Advanced Player's Guide 160), with your undead companions taking the place of animal companions.
Special You can't select another dedication feat until you have gained two other feats from the undead master archetype.
This feat leads to: Guardian Ghosts and Their Master's Call.
Book of the Dead, page 41.
Undead Slayer
FEAT 5
Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the Strike. This bonus increases to double the number of weapon damage dice if your target has the vampire trait.
Advanced Player’s Guide, page 33.
Undead Slayer Dedication
FEAT 2
Prerequisites trained in Religion
Your training has prepared you to recognize most undead on sight. You become trained in two Lore skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action.
Special You can't select another dedication feat until you have gained two other feats from the undead slayer archetype.
This feat leads to: Blessed Medicine, Hunter's Sanctum, Necromantic Resistance, Slayer's Strike, Slayer's Blessing, Frighten Undead, Slayer's Presence, and Gear Up.
Book of the Dead, page 28.
Underground Network
FEAT 2
Prerequisites expert in Society, Streetwise
You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.
Advanced Player’s Guide, page 209.
Underground Network
FEAT 2
Prerequisites expert in Society, Streetwise
You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.
In addition, if you have successfully consulted the underground network, you get a +single gate circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you're using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you're tapping into.
FEAT 2
Prerequisites trained in Stealth
You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you're Sneaking up on, even if it's currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.
Advanced Player’s Guide, page 134.
FEAT 2
Prerequisites trained in Stealth
You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you’re Sneaking up on, even if it’s currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.
Player Core 1, page 171.
Underwater Marauder
FEAT 1
Prerequisites trained in Athletics
You've learned to fight underwater. You are not flat-footed while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Core Rulebook, page 268.
Underwater Marauder
FEAT 1
Prerequisites trained in Athletics
You've learned to fight underwater. You are not off-guard while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee Weapon in water.
Underwater Volcano
FEAT 17
You can cast volcanic eruption as a 7th-level primal innate spell once per day, except that you can only evoke the volcano on the floor of a body of water, and the effects that normally happen to flying creatures happen to swimming creatures instead.
LOAG, page 16.
Underworld Investigator
FEAT 1
Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in Underworld Lore, and you gain your Pursue a Lead circumstance bonus to Thievery checks to investigate the subject of your lead (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents).
Advanced Player’s Guide, page 60.
Underworld Investigator
FEAT 1
Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in Underworld Lore, and you gain your Pursue a Lead investigation bonus to Thievery checks to investigate a case (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents).
Player Core 2, page 107.
Undying Conviction
FEAT 4
Prerequisites able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard
Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them controlled.
Special This feat has the trait matching your spellcasting tradition.
Book of the Dead, page 33.
Undying Ferocity
FEAT 9
Prerequisites Orc Ferocity
You resist death's clutches with supernatural vigor. When you use Orc Ferocity, you gain temporary Hit Points equal to your level.
Advanced Player’s Guide, page 19.
Undying Ferocity
FEAT 9
Prerequisites Orc Ferocity
You resist death's clutches with supernatural vigor, daring death to claim you while promising that any such attempt will surely fail. When you use Orc Ferocity, you gain temporary Hit Points equal to your level.
Uneasy Rest
FEAT 6
Prerequisites Spell Trickster Dedication, ability to cast sleep
When you cast sleep, you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is frightened 1.
LOTGB, page 124.
Unending Emptiness
FEAT 14
Prerequisites focus pool, Shadowcaster Dedication
You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the darklight domain spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 227.
Unerring Shot
FEAT 18
Your senses are finely tuned to the slightest variations in the air, so much that you can place your shot exactly where you intend to aim it from any range possible with your weapon. When attacking with a ranged weapon in which you have master or greater proficiency, ignore the penalty from its range increment. (The weapon's maximum range is unchanged.) In addition, if your target has cover against your attack with such a weapon, it doesn't gain the bonus to AC if it has lesser cover, gets only the bonus of lesser cover if it has standard cover, or gains only the bonus of standard cover if it has greater cover.
Guns & Gears, page 119.
Unexpected Sharpshooter Dedication
FEAT 2
Frequency once per day
Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity.
Special You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype.
This feat leads to: Chain Reaction, I Meant To Do That, Lucky Escape, No Hard Feelings, That Was A Close One, Huh?, Unbelievable Escape, and Unbelievable Luck.
Guns & Gears, page 142.
FEAT 1
Trigger You would take damage from an attack, spell, or other effect.
Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.
This feat leads to: Fortuitous Shift.
LOCG, page 32.
FEAT 8
Prerequisites Zephyr Guard Dedication, expert in Perception
You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a Perception check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn.
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