{
   "customPackID":"a1d6eb2d-1a6d-43ac-a4df-fbecc2f9629a",
   "customPackName":"Feats+ (Terraism Edits)",
   "listCustomFeats":[
      {
         "id":"4db57d1c-d909-4f76-8351-526d519f9662",
         "name":"A Home in Every Port+",
         "textDescription":"<b>Prerequisites</b> Charisma +2<br><br>You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.",
         "traits":"Downtime, General, 3P:Team+",
         "src":"Custom",
         "hashMapRequiredAbilityScores":{
            "5":14
         },
         "databaseID":1,
         "timestamp":"1774578266863"
      },
      {
         "id":"26164f6b-1040-4c27-a0fe-adfa982c6bb3",
         "name":"Abrupt Dismissal",
         "action":-1,
         "textDescription":"<b>Trigger</b> Your turn begins.<br><br>You are able to end the effects of spells and similar abilities with nary a thought. You Dismiss an active effect.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266864"
      },
      {
         "id":"e0254f1b-bb5f-4c38-90bd-d2ebd9e2db5c",
         "name":"Adapted Camouflage",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>You have learned to gather items from your local surroundings, making it easier to blend in with your surroundings. You can spend 10 minutes gathering nearby materials to help you hide in certain terrains and add flora and other materials to make yourself harder to spot. When you do, you can use Survival to Avoid Notice instead of Stealth for as long as you use that activity within the required terrain and to initiative if you would enter an encounter while using Avoid Notice in this way. Your adapted camouflage lasts for 1d4 hours or until you enter an encounter, whichever comes first. You can choose to use Stealth instead of Survival for your Avoid Notice when using your adapted camouflage, and you gain a +2 circumstance bonus to your check if you do.",
         "traits":"Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266864"
      },
      {
         "id":"d29ebe69-037b-462b-9938-937bcdde1d6c",
         "name":"Advancing Avalanche",
         "level":6,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Prerequisites</b> expert in martial weapons<br><b>Requirements</b> You are adjacent to your partner.<br><br>You move together like an impregnable onslaught of snow drowning all. When one of you makes a Strike, the other may use their reaction to Aid the Strike, even if they have not spent a preparatory action to Aid this turn. In addition, when you or your partner makes a Step, you can use a free action to Step to remain adjacent to your partner.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Martial Weapons":4
         },
         "databaseID":1,
         "timestamp":"1774578266865"
      },
      {
         "id":"8514cb64-a01e-48bf-b812-9da7ea4088e3",
         "name":"Affliction Clairvoyance",
         "textDescription":"<b>Prerequisites</b> trained in Occultism<br><br>You call upon the advice of nearby spirits and use your paranormal insight to determine the cause of illness or injury. You may use Occultism in place of Medicine when attempting to Recall Knowledge on a disease, poison, or other effects that interfere with healing. If you critically succeed, your clairvoyance rings especially true, granting you a +1 circumstance bonus to your next attempt to Treat Wounds or Treat Disease or Poison and to counteract checks against effects that would inhibit healing.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":2
         },
         "databaseID":1,
         "timestamp":"1774578266865"
      },
      {
         "id":"830bda03-e7dc-467a-937d-e031704e80a0",
         "name":"Affliction Mithridatism",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Medicine<br><br>You practice taking small amounts of harmful agents in order to resist them. Each day during your daily preparations, you can expose yourself to a disease or inflict yourself with a poison, usually through the remains of a creature that imposes the affliction. Attempt a Medicine check against the affliction’s DC.<br><br><b>Critical Success</b> You become immune to the affliction in question for 8 hours.<br><b>Success</b> You gain a +4 circumstance bonus to saves against the affliction for the next 8 hours. Alternatively, you can choose to instead gain resistance equal to your level against damage the chosen poison or affliction would deal.<br><b>Failure</b> There is no effect.<br><b>Critical Failure</b> You must immediately save against the disease or poison, as if you were afflicted.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":6
         },
         "databaseID":1,
         "timestamp":"1774578266865"
      },
      {
         "id":"f01a41f2-1d7a-40bc-a760-f8e032d53823",
         "name":"All Hands on Deck!",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Fishing Lore, Ocean Lore, or Sailing Lore<br><br>You travel the waves with a hardy crew. When you’re piloting a vehicle or aboard a vehicle that uses Sailing Lore to be piloted, it needs 1 fewer crew member to operate (minimum 0). This increases to 2 fewer crew members if you’re a master in the prerequisite Lore, or 4 if you’re legendary. Alternatively, you can choose to grant a circumstance bonus to checks to pilot the vehicle equal to the reduced crew member count you would have provided the vehicle.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Fishing||Lore: Ocean||Lore: Sailing":2
         },
         "databaseID":1,
         "timestamp":"1774578266866"
      },
      {
         "id":"2ab491b6-6484-4c0a-9a68-4730e31310ac",
         "name":"All in a Day's Work",
         "textDescription":"<b>Prerequisites</b> trained in Farming Lore<br><br>You feel invigorated whenever you spend some time farming. If you successfully Earn Income using Farming Lore, you gain a +1 status bonus against emotion effects for 1 day.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Farming":2
         },
         "databaseID":1,
         "timestamp":"1774578266866"
      },
      {
         "id":"f3a165af-edc5-4ee1-8941-65380612bece",
         "name":"Allied Diversion",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Deception<br><br>You can help divert attention away from your allies with your astounding tricks. You use Create a Diversion except instead of the normal effects for your Create a Diversion, you can choose up to 10 allied creatures within 30 feet of you. The chosen allies become hidden from your Create a Diversion instead of yourself until the beginning of your next turn. Regardless of the result, creatures you use Allied Diversion against are temporarily immune to your Allied Diversion for 1 hour.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":6
         },
         "databaseID":1,
         "timestamp":"1774578266866"
      },
      {
         "id":"121d1057-67a8-4a34-9198-138623f253dc",
         "name":"Ancient Magic Academia",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Arcana<br><br>As a purveyor of the ancient and arcane, you have spent countless hours researching long-dead magical societies and their spellcasting legacies. When you use Arcana to Recall Knowledge or Identify Magic on uncommon or rare spells or magic items, you do not roll against a higher DC due to its rarity. Additionally, you can use Arcana to Recall Knowledge on the cultures and histories of ancient magical societies like Shory, Thassilon, or Jitska instead of Society.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":4
         },
         "databaseID":1,
         "timestamp":"1774578266866"
      },
      {
         "id":"44b36cd7-128e-47b1-8392-5167d309898a",
         "name":"Animal Mimicry",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Nature<br><b>Requirements</b> You are undetected to at least one animal or beast within 30 feet.<br><br>By mimicking animal calls and noises, you frighten and misdirect animals and beasts who are unable to locate the source of your noises. Attempt a single Nature check and compare it against the Will DC of all animals or beasts within 30 feet that you are undetected to. If there are different types of animals or beasts within range, you take a penalty for each different type of animal or beast that is within range. Regardless of the result, creatures are temporarily immune for 24 hours.<br><br><b>Critical Success</b> The creatures become frightened 2 and fleeing. You are hidden to the creature until the beginning of your next turn.<br><b>Success</b> As critical success, except the creature becomes frightened 1 and is not fleeing.<br><b>Failure</b> You are no longer undetected to the creature and you become hidden or observed by the creature if it could observe you.",
         "traits":"Auditory, Emotion, Fear, General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":6
         },
         "databaseID":1,
         "timestamp":"1774578266867"
      },
      {
         "id":"2996ea6d-cfbc-406b-a0cc-8f3048be37ad",
         "name":"Antidote Expertise",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Medicine<br><br>You prepare for the potential exposure to a toxin, venom, or similar such dangers. If you have access to a poison or the body of a creature that produces a poison, you can always produce a lesser antidote that works specifically against that poison by spending 10 minutes and making a Medicine check against the Craft DC for a lesser antidote by taking time to extract and process the toxin.<br><br>When you become a master in Medicine, you can produce a moderate antidote instead that covers the entire creature family of the creature you extracted the poison from.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":4
         },
         "databaseID":1,
         "timestamp":"1774578266867"
      },
      {
         "id":"6a4edfdd-dd44-40c9-8927-f4492b5def8c",
         "name":"Antimagic Authority",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Arcana<br><br>Your experience with magic as a form of a study and understanding allows you to likewise remove magical effects where you deem necessary. You spend 8 hours using your knowledge of arcane magic to dispel a single spell effect or magical item of your choice, allowing you to produce the effects of <i>dispel magic</i>. When you attempt to counteract a magical effect in this way, use Arcana for your counteract check and half your level rounded up for the counteract rank. Any item or magical effect above your level causes the counteract check to automatically fail. If you successfully counteract a magic item, you can turn it into a mundane item for 8 hours instead of 10 minutes. Alternatively, you can choose to perform Antimagic Authority by spending 1 hour and increasing the DC to counteract by 2. You must still abide by all other limitations of Antimagic Authority if you cast it in this way. Regardless of the result, targets of Antimagic Authority are temporarily immune for 1 day.",
         "traits":"Arcane, Concentrate, Downtime, General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":6
         },
         "databaseID":1,
         "timestamp":"1774578266867"
      },
      {
         "id":"4e056890-728d-47e4-b8e4-9e80a2eabd94",
         "name":"Apprentice Binder",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Arcana, Nature, Occultism, or Religion<br><br>Magic has built you a strong connection to denizens nearby. You have learned how to call forth servitors related to your teachings. Choose a spell that corresponds to the prerequisite skill below. You may cast this spell as a 2nd-rank innate spell once per day of a tradition that corresponds with that skill. If you are legendary in the prerequisite skill, the spell is heightened to 4th-rank spell. If the creature you summon is banished from being reduced to 0 Hit Points, you cannot use Apprentice Binder again for 1 week.<br><br><b>Arcana</b> <i>summon animal</i>, <i>summon construct</i>, or <i>summon undead</i><br><b>Nature</b> <i>summon fey</i>, <i>summon animal</i>, or <i>summon plant or fungus</i><br><b>Occultism</b> <i>summon fey</i> or <i>summon undead</i><br><b>Religion</b> <i>summon lesser servitor</i> or <i>summon undead</i>",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana||Nature||Occultism||Religion":6
         },
         "databaseID":1,
         "timestamp":"1774578266867"
      },
      {
         "id":"a772212e-6e6d-4dca-9e5e-45ebcb8639e6",
         "name":"Aquatic Spellcaster",
         "textDescription":"<b>Prerequisites</b> ability to cast spells, trained in Athletics<br><br>You’ve developed a means to cast spells while underwater, expelling as little air as possible when speaking the necessary spell incantations aloud. When you Cast a Spell underwater, you do not lose all remaining air if it would require speech but instead lose 2 rounds of air as normal for taking actions while holding your breath. Additionally, ranged spell attacks that deal piercing damage do not have their range halved while underwater.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774578266868"
      },
      {
         "id":"85ee7678-6886-4a3e-9703-dba71bb06891",
         "name":"Arcane Craftsmanship",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Arcana<br><br>Your skill with creating arcane magical items surpasses your peers, wielding a boundless knowledge of magical items to perfect your craft, scribing scrolls and creating magical staves for personal use. You can Craft magical items with the arcane trait, and when you attempt to Craft a magical item with the arcane trait, you can roll Arcana instead of Crafting. If you use Arcana to Craft, you use your proficiency in Arcana instead of Crafting to determine what level items you can Craft.<br><br><b>Special</b> You can use Arcane Craftsmanship to Craft a magical staff, but the staff must have at least one spell from the arcane tradition.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":4
         },
         "databaseID":1,
         "timestamp":"1774578266868"
      },
      {
         "id":"a89605f1-0cad-4959-8c61-21686ba1711c",
         "name":"Arcane Ward",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Arcana<br><br>You create a minor magical ward over yourself or an ally to protect themselves from harmful magic. During your daily preparations, pick 1 creature to imbue a ward upon and specify one of the following traits: acid, air, cold, earth, electricity, fire, force, mental, metal, water, or wood. If you are at least legendary in Arcana, you can pick 2 creatures instead of 1. You gain the Warding Protection reaction.<br><br>Warding Protection Reaction (concentrate, arcane); <b>Frequency</b> once per hour; <b>Trigger</b> A creature you warded is within 60 feet and attempts a saving throw against an effect with the trait you chose; <b>Effect</b> The warded creature gains a +2 circumstance bonus to the saving throw.",
         "traits":"Arcane, Concentrate, General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":6
         },
         "databaseID":1,
         "timestamp":"1774578266868"
      },
      {
         "id":"84cbce2a-49ab-4bda-b1b0-8f883ea36ebd",
         "name":"Armor Assist+",
         "textDescription":"<b>Prerequisites</b> trained in Athletics or Warfare Lore<br><br>After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.<br><br>In addition, when you don armor, you can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor). If you succeed at your check, your armor gains the comfort trait until you remove your armor or 1 day has passed. After 1 day, you must remove your armor for at least 1 hour before donning your armor again to alleviate any discomfort from wearing your armor for too long.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Custom",
         "hashMapRequiredProficiences":{
            "Athletics||Lore: Warfare":2
         },
         "databaseID":1,
         "timestamp":"1774578266869"
      },
      {
         "id":"b87fc42b-0048-4341-9a21-ef2cfef733eb",
         "name":"Armored Comfort",
         "level":3,
         "textDescription":"<b>Requirements</b> trained in light armor<br><br>You know how to adjust your armor to get the most out of it while mitigating the downsides. You treat an armor’s bulk as 1 lower while donned. When wearing armor that would give you an armor check penalty and you do not meet the Strength threshold required, you reduce the check penalty to skill checks by 2.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Light Armor":2
         },
         "databaseID":1,
         "timestamp":"1774578266869"
      },
      {
         "id":"8df22dd8-7432-4866-9d1c-68e444a4e9d1",
         "name":"Artist of Repute",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Performance<br><br>Your fame compounds with each of your performances, helping you earn more than a usual performer usually would. Whenever you critically succeed on a Performance check to Earn Income, you gain a level of notoriety in the current settlement or location you reside in. The next time you use Performance to Earn Income in the same settlement, you treat the task level of your Earn Income as one higher for the purposes of what currency you receive. If you are a master in Performance, you treat the task level as 2 higher, and if you are legendary in Performance you treat the task level as 4 higher.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":4
         },
         "databaseID":1,
         "timestamp":"1774578266870"
      },
      {
         "id":"e7e4f99b-9ecb-48c0-8475-9c5bc23deb12",
         "name":"Artistic Craftsperson",
         "textDescription":"<b>Prerequisites</b> trained in Performance<br><br>You know how to create and repair items that you often handle during your performances. You can use Performance in place of Crafting to Craft instruments, props, tools, or more that are essential for methods of Performance and you are always treated as having the formula for these items. If you use Performance to Craft, your Performance proficiency is used for determining what level items you can craft as though it were the Crafting skill.<br><br>In addition, you can also use your proficiency in Performance to Repair these items and to determine how many Hit Points you restore when you use Repair on these items.<br><br><b>Special</b> If you have Virtuosic Performer, you can apply your bonus from Virtuosic Performer to the Craft and Repair actions for these items.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":2
         },
         "databaseID":1,
         "timestamp":"1774578266870"
      },
      {
         "id":"04a2c2d8-1cf9-4295-8a11-e84a828bf612",
         "name":"As in Fairytales",
         "level":15,
         "action":2,
         "textDescription":"<b>Prerequisites</b> legendary in Performance<br><b>Frequency</b> once per day<br><br>Fate has rules, and they are the rules of a satisfying story—and you know the actions any character must take will ultimately lead to a happily ever after for you. You Perform, and compare your result against the Will DC of a creature within 30 feet. You can choose to dictate the outcome of the next action or activity taken by a creature within 30 feet so that their next skill check or attack roll is a success if it would be a failure or failure if it would be a success as you weave the story of what happens. The action gains the fortune trait if you would improve the results to a success or the misfortune trait if it would be worsened into a failure.",
         "traits":"General, Prediction, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":8
         },
         "databaseID":1,
         "timestamp":"1774578266870"
      },
      {
         "id":"2384ceb8-2b2f-4240-a3db-061f93dd8bd5",
         "name":"Assess Terrain",
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Survival<br><br>You assess the current terrain you are in, and then adapt yourself to your surroundings. Choose a 5-foot burst area within 30 feet of you that contains natural difficult terrain and attempt a DC 15 Survival check. The difficult terrain must be natural terrain and you must be able to clearly perceive the area. If you are an expert in Survival, you can increase the DC to 20 to assess a 10-foot burst. If you are a master in Survival, you can increase the DC to 30 to assess a 20-foot burst. And if you are legendary in Survival, you can increase these DCs by 10 to use this ability on difficult terrain created by effects with the cold, earth, plant, water, or wood traits in addition to natural terrain.<br><br><b>Critical Success</b> You treat the difficult terrain as normal terrain for up to 1 minute and greater difficult terrain as difficult terrain until the end of your next turn.<br><b>Success</b> You treat the difficult terrain as normal terrain until the end of your next turn.<br><b>Critical Failure</b> You misjudge the terrain, and you treat the entire area as difficult terrain or greater difficult terrain if the area was already difficult terrain until the end of your next turn.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":2
         },
         "databaseID":1,
         "timestamp":"1774578266871"
      },
      {
         "id":"7e32ee49-e870-4cf1-9de8-5b542ca1efc1",
         "name":"Astrological Divination",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Occultism<br><b>Frequency</b> once per day<br><br>Through the interpretation of the constellations in the sky, you divine the future and make informed guesses. You can spend 1 hour performing an astrological reading to gain knowledge of a specific event by making an Occultism check against a standard DC of your level. If you have access to a clear night sky where you can see the stars or other methods for reading the stars, you gain a +2 circumstance bonus to your check.<br><br><b>Critical Success</b> You perform reading with regards to the event, producing the effects of augury. You predict the results of this event up to 1 day into the future instead of the normal duration.<br><b>Success</b> As critical success, except you predict results of this event up to 12 hours into the future instead of the normal duration.",
         "traits":"Uncommon, Concentrate, Exploration, General, Manipulate, Occult, Prediction, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":6
         },
         "databaseID":1,
         "timestamp":"1774578266871"
      },
      {
         "id":"02a08074-62e9-40b3-9cc8-c5139a663886",
         "name":"Audacious Pilfer",
         "textDescription":"<b>Prerequisites</b> trained in Thievery<br><br>You don't even bother to hide certain thefts, instead loudly and flashily doing so with reckless abandon. When you take the Steal action, you may roll against a target’s Reflex DC instead of their Perception DC, but if you do, your theft is known by the target and creatures nearby whether you succeed or fail at your check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266872"
      },
      {
         "id":"3d35297d-763f-441a-b824-0bbcea4c9550",
         "name":"Awesome Flex",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Athletics<br><br>By showing off your incredible musculature, you can briefly cause creatures who revere strength to marvel at you. When a creature witnesses you successfully make an Athletics check against a standard DC of their level or higher, you can immediately attempt another Athletics check to Make an Impression against that creature so long as you have not taken a hostile action against them or their allies. If the creature you target would not normally be impressed by a show of strength, such as an academic, treat your degree of success as one worse. If you are legendary in Athletics, you can target up to 10 creatures without penalty with this Make an Impression.",
         "traits":"Emotion, General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":4
         },
         "databaseID":1,
         "timestamp":"1774578266872"
      },
      {
         "id":"031b31ee-b8be-4c00-bc3d-b8759aa86fbb",
         "name":"Back Off!",
         "level":15,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> legendary in Intimidation<br><b>Trigger</b> A creature moves to be within 15 feet of you.<br><br>For some enemies, being in your vicinity in itself is a source of fear. You Demoralize the triggering creature.",
         "traits":"Flourish, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":8
         },
         "databaseID":1,
         "timestamp":"1774578266872"
      },
      {
         "id":"37513389-282d-45cd-be8a-11340d6d258d",
         "name":"Bared Fangs in the Shadow",
         "textDescription":"<b>Prerequisites</b> trained in Intimidation, trained in Stealth<br><br>You slink around while looking daggers at a creature, akin to a beast eyeing its prey. You can choose a creature you’re aware of when you Hide or Sneak. If you do, the GM rolls a secret Intimidation check for you to Coerce the creature into silence if they notice you, and on a success, they will not reveal you. Additionally, if you successfully Coerce the creature, you become aware that they noticed you as you watch their expression turn shocked or fearful. They may still reveal they noticed you after 1 minute has passed or you are revealed by another creature (such as with the Point Out action).",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":2,
            "Stealth":2
         },
         "databaseID":1,
         "timestamp":"1774578266872"
      },
      {
         "id":"1e63595b-b510-4482-9069-46ac6ce1279e",
         "name":"Bastion of Knowledge",
         "level":15,
         "action":1,
         "textDescription":"<b>Prerequisites</b> legendary in Academia Lore<br><b>Frequency</b> once per 10 minutes<br><br>You serve as an inspiration for all to learn all they can. You attempt to Recall Knowledge. If you succeed, you become surrounded by a teacher’s aura in a 30-foot emanation for 1 minute. Allies within the aura gain the Bastion’s Guidance reaction.<br><br><b>Bastion’s Guidance</b> Reaction (concentrate, fortune) <b>Trigger</b> You attempt to Recall Knowledge; <b>Effect</b> Being in the presence of a bastion of knowledge allows you the ability to double-think. You roll the triggering check twice and use the better result. You are then immune to Bastion’s Guidance for 10 minutes.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Academia":8
         },
         "databaseID":1,
         "timestamp":"1774578266873"
      },
      {
         "id":"4510f93f-f43a-4905-840b-2fd706c69f34",
         "name":"Beast Tamer",
         "level":15,
         "reqFeats":[
            "GENERAL_Train Animal"
         ],
         "textDescription":"<b>Prerequisites</b> legendary in Nature, Train Animal<br><br>You are a friend to all beasts and animals, able to find kinship in them and command them as you see fit, and they will listen. You automatically succeed on checks to Command an Animal on animals lower level than you so long as their attitude toward you is indifferent or better. When you Command an Animal you do not control, you can give them specific commands as though you were directing an animal companion.<br><br>In addition, you do not automatically fail checks to Command an Animal that is unfriendly or hostile to you, but instead take a –4 circumstance penalty and if you succeed, the animal refuses to take hostile actions against you or your allies for 1 hour unless you or your allies take a hostile action against the animal or its allies.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":8
         },
         "databaseID":1,
         "timestamp":"1774578266873"
      },
      {
         "id":"8009929c-a8e1-4af4-8fb6-1e279029a761",
         "name":"Become the Mask",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Performance, trained in Deception<br><br>If you take enough time to prepare, almost no one can tell you are acting. You can spend 1 day putting together a performance that emulates the identity of a specific creature and making a Performance check against a standard DC of the creature’s level.<br><br><b>Critical Success</b> You gain a +3 circumstance bonus to Impersonate when it comes to acting like your persona and on checks to Lie if they are part of emulating your persona. If you take an action that the creature you are emulating that would be out of character for that creature, this effect ends.<br><b>Success</b> As critical success, except the bonus is +2.",
         "traits":"Downtime, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":4,
            "Deception":2
         },
         "databaseID":1,
         "timestamp":"1774578266873"
      },
      {
         "id":"70799949-e0f8-4e2c-aa21-0dfc0c87fd87",
         "name":"Befuddling Illusions",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Arcana or Occultism<br><br>Through the usage of minor illusions and mind-altering magic, you can deceive your foes in the heat of combat. You can roll Occultism or Arcana instead of Deception to Create a Diversion, if you do, you add the Concentrate, Manipulate, and Magical traits to the action.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana||Occultism":4
         },
         "databaseID":1,
         "timestamp":"1774578266873"
      },
      {
         "id":"13b4ba60-da2f-4f35-986e-5fa4b741ad5c",
         "name":"Behold!",
         "level":8,
         "action":2,
         "textDescription":"<b>Prerequisites</b> You have been blessed by an archon or you wield an ancient treasure of heaven<br><br>Seraphic power channels into you, allowing you to express your soul visually. You expel a fiery display of eyes, swords and wings as if you yourself were an archon. All creatures within 30 feet who can see you must make a Will save against your class DC or spell DC, whichever is higher. If the creature has the unholy trait, this effect loses the incapacitation trait. Regardless of the result, the creatures are then immune for 1 minute.<br><br><b>Success</b> The creature is unaffected.<br><b>Failure</b> The creature bows in awe and becomes prone. If the creature has the unholy trait, it is also frightened 1.<br><b>Critical Failure</b> As failure, except the creature is frightened 2 if it had the unholy trait.",
         "traits":"Rare, Aftermath, Incapacitation, Mental, Visual, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266873"
      },
      {
         "id":"de3db6fa-ffd6-49e1-9124-af5e5d80e455",
         "name":"Bend Iron, Crush Stone",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Athletics<br><br>To your awesome strength, a metal bar is nothing but a cheap plaything. Your unarmed attacks against unattended objects and structures ignore an amount of Hardness equal to half your Athletics proficiency bonus when you make unarmed Strikes against them and you can always choose to deal your level in damage when you successfully use Force Open against structures.<br><br>In addition, you can Force Open or make an unarmed Strike as a 3-action activity to deal damage to unattended objects or structures, dealing thrice the damage you would normally deal from the chosen action against the object or structure in question.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":6
         },
         "databaseID":1,
         "timestamp":"1774578266874"
      },
      {
         "id":"ab0902da-25f4-4e5e-8bf3-38a48c27a85e",
         "name":"Beseech Fate",
         "level":15,
         "action":2,
         "textDescription":"<b>Prerequisites</b> legendary in Diplomacy<br><b>Frequency</b> once per day<br><br>You plead with such fervor that you somehow warp reality to protect you or an ally. You attempt to suppress the clumsy, enfeebled, frightened, sickened, or stupefied condition from yourself or another creature within 30 feet by attempting a Diplomacy check against the DC of the effect that caused the condition or a hard DC of the target creature’s level, whichever is higher. The GM may modify the DC according to the circumstance, such as whether you might be praying to a deity from within the deity’s shrine. If the condition has a duration longer than 1 minute, the condition resumes after 1 minute has passed, but the time it spent suppressed counts towards reducing the duration.",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":2
         },
         "databaseID":1,
         "timestamp":"1774578266874"
      },
      {
         "id":"3ac1b1ea-3a35-4280-b959-5c29798a850b",
         "name":"Blink of an Eye",
         "action":0,
         "textDescription":"<b>Trigger</b> You would be subject to a visual effect that would require you to look at a creature or object.<br><br>You turn away in the blink of an eye. You Avert Gaze.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266874"
      },
      {
         "id":"aee47719-2bcd-4d02-a26b-7896bf892510",
         "name":"Blissful Ignorance",
         "level":3,
         "textDescription":"Sometimes, ignorance is bliss. When you’re stupefied, you do not take a penalty to Will saves if the effect has the linguistic trait and the flat check for attempting to Cast a Spell while stupefied is DC 5, rather than DC 5 + your stupefied value.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266874"
      },
      {
         "id":"09ee506e-96c9-4788-af45-c3cf90b5ff12",
         "name":"Breath Taker",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Intimidation<br><br>Creatures instinctively stop breathing from the fright you gave them. If you successfully Demoralize a creature that needs to breathe, the creature gasps, letting go of any breath they were holding and taking a –1 circumstance penalty to inhaled or olfactory effects for 1 round. If a creature cannot normally breathe in the environment they are in, such as if they are underwater, the number of rounds they can hold their breath is halved instead of the normal effects.",
         "traits":"General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":6
         },
         "databaseID":1,
         "timestamp":"1774578266874"
      },
      {
         "id":"b707f4a2-936a-4b1f-a304-33f96cfc61f9",
         "name":"Breathing Techniques",
         "action":3,
         "textDescription":"<b>Prerequisites</b> trained in Survival<br><br>You have learned to extend the capacity of your lungs using a measured technique of intense breaths. Make a Survival check in an attempt to increase the number of rounds you can hold your breath the next time you do so in the next 10 minutes according to the table below. After you have used Breathing Techniques, you lose only 1 round of air at the end of your turn while holding your breath if you attack or Cast a Spell instead of 2. The Survival check DC is usually 15, though the GM might adjust it based on the circumstances, such as being in a confined space or holding your breath while swimming in sewage. If you're an expert in Survival, you can instead attempt a DC 20 check to increase the rounds gained; if you're a master of Survival, you can instead attempt a DC 30 check to increase the rounds gained further; and if you're legendary, you can instead attempt a DC 40 check to increase the rounds gained even further.<br><br><table><thead><tr><th>Proficiency</th><th>DC</th><th>Success Additional Air Rounds</th><th>Critical Success Additional Air Rounds</th></tr></thead><tbody><tr><td><b>Trained</b></td><td>15</td><td>5</td><td>10</td></tr><tr><td><b>Expert</b></td><td>20</td><td>10</td><td>15</td></tr><tr><td><b>Master</b></td><td>30</td><td>20</td><td>30</td></tr><tr><td><b>Legendary</b></td><td>40</td><td>30</td><td>40</td></tr></tbody></table>",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":2
         },
         "databaseID":1,
         "timestamp":"1774578266875"
      },
      {
         "id":"9b3fac36-c245-4b88-8a85-745d241d699e",
         "name":"Breathing down the Neck",
         "textDescription":"<b>Prerequisites</b> trained in Intimidation<br><br>You inspire fear in your enemies when you have them in your clutches. You gain a +2 circumstance bonus to Demoralize checks against creatures you have grabbed. You do not take a penalty for not sharing a language to Demoralize if you have a creature grabbed.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":2
         },
         "databaseID":1,
         "timestamp":"1774578266875"
      },
      {
         "id":"0847a202-08a5-42e1-aa02-298d0eb10224",
         "name":"Butterflies, Be Gone!",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Performance<br><b>Requirements</b> You are sickened.<br><br>Instead of retching, you can remove your sickened condition by taking a deep breath to recenter yourself. Make a Performance check against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).",
         "traits":"Concentrate, Emotion, General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":6
         },
         "databaseID":1,
         "timestamp":"1774578266875"
      },
      {
         "id":"c6394cc6-27d1-4cb9-8c71-4628257483a5",
         "name":"Can’t Stop, Won’t Stop",
         "level":10,
         "action":-1,
         "reqFeats":[
            "c5d02d92-4491-4a5e-b8c7-b0ae7b662d60",
            "GENERAL_Diehard"
         ],
         "textDescription":"<b>Prerequisites</b> Die Hard<br><b>Trigger</b> You gain the wounded condition or increase the value of your wounded condition.<br><br>Returning back from death doesn’t frighten you, it reminds you of being alive. You gain a status bonus to a save of your choice equal to the value of your wounded condition. You gain the Still Standing bold reaction.<br><br><b>Still Standing</b> Reaction (bold) <b>Trigger</b> You would gain the dying condition while you have the wounded condition; <b>Effect</b> You know how to stay standing in the face of death. You regain Hit Points equal to half your level and immediately increase your wounded condition by 1, or by 2 if the dying condition was the result of a critical hit or a critical failure on a save.",
         "traits":"Triumph, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266876"
      },
      {
         "id":"7ead25a7-8d74-4d56-a53a-6cc04d1c24d5",
         "name":"Careful Watch",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in a Lore related to a terrain type<br><b>Requirements</b> You are in the terrain associated with your related Lore.<br><br>You are aware of the dangers of your familiar terrain. Whenever you spend at least 10 minutes setting up a watch area in a 30-foot burst within the required terrain, creatures must succeed at a second Stealth check against your Lore DC in addition to your Perception DC or they become detected as if they failed against your Perception DC. If you detect a creature with your Lore DC, you can roll initiative using the required Lore with a +2 circumstance bonus. This effect remains until you leave the area or 1 day has passed, whichever comes first.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266876"
      },
      {
         "id":"6cb9095a-f665-486f-a1d6-2fac3f154287",
         "name":"Careful Withdrawal",
         "level":6,
         "action":2,
         "textDescription":"<b>Requirements</b> You are within an enemy’s melee reach and are wielding a shield or a weapon with the parry trait.<br><br>You have learned how best to withdraw from a dangerous situation. You Raise a Shield or Parry then Step away from the required enemy and Stride. If your Stride would trigger a reaction from the required enemy, you double the circumstance bonus from your shield or parry against Strikes it makes against you as part of that reaction.",
         "traits":"Champion, Fighter, Flourish, Gunslinger, Investigator, Ranger, Rogue, Swashbuckler, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266876"
      },
      {
         "id":"70046a9c-c0b0-474d-939c-b543f4945485",
         "name":"Castling Crashers",
         "level":4,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Requirements</b> You are within 60 feet of your partner.<br><br>You and your partner are quick on your feet, unexpectedly repositioning like king and rook on a chessboard. While employing this teamwork, when you or your partner Strides towards the other, you each gain a +10 circumstance bonus to their Speed for this Stride, but must end the Stride as close to the other as possible. You also each gain the Crash Together reaction.<br><br><b>Crash Together</b> Reaction (concentrate, fortune) <b>Trigger</b> Your Castling Crashers partner attempts to move through your space; <b>Effect</b> You move with your ally. You Stride up to half your Speed in the same direction as your ally.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266877"
      },
      {
         "id":"39ff669b-daef-4c04-9602-6742ce577448",
         "name":"Chase Shortcut",
         "level":2,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> expert in a Lore related to a settlement or region<br><b>Trigger</b> You fail a check in a chase.<br><b>Requirements</b> You are in the location associated with your related Lore.<br><br>You navigate a chase in your home territory with ease, taking a shortcut when things don’t go according to plan. You can reroll the triggering skill check using the required Lore instead of the normal skill, taking the new result even if it is worse.",
         "traits":"Fortune, General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266877"
      },
      {
         "id":"cbeb43f5-08b3-424c-8635-2ef9497f4a4e",
         "name":"Churning Fear",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Intimidation<br><br>You feed the fear of a target, possibly making them ill at ease. When you critically succeed at a Demoralize against a creature, they become sickened 1.",
         "traits":"Emotion, Fear, General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":6
         },
         "databaseID":1,
         "timestamp":"1774578266877"
      },
      {
         "id":"df6f5c79-20bd-4e58-8fe8-5b4ec0bc6395",
         "name":"Circadian Disciplinarian",
         "textDescription":"<b>Prerequisites</b> trained in Survival<br><br>You have learned to reset your body in a shorter amount of time. You can spend 1 hour resting to gain some of the effects from a full night's rest by making a Survival check against a standard DC of your level. If you have spent more than 1 day without a full night’s rest, you automatically fail this check. You still cannot gain the effects from resting more than once in 24 hours, but you gain any effects that you did not gain from resting in this way if you rest for 8 hours (such as regaining your spells). If you are a master in Survival, you can rest for 10 minutes instead of 1 hour to gain the listed effects.<br><br><b>Critical Success</b> You lose the fatigued condition, reduce your drained condition by 1, and regain Hit Points equal to your Constitution modifier (minimum 1) multiplied by your level.<br><b>Success</b> As critical success, except the amount of Hit Points you regain is halved.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":2
         },
         "databaseID":1,
         "timestamp":"1774578266877"
      },
      {
         "id":"493a45de-0e67-4a02-8ca2-c3217f6ef511",
         "name":"Clean Entry",
         "action":2,
         "textDescription":"<b>Prerequisites</b> trained in Stealth<br><br>You slip through even the most closely guarded entrances. You Sneak. As part of your Sneak, you can Interact up to two times to open or close doors, move obstacles, or similar actions. Interacting this way does not make you observed, and you take care to manipulate doors as quietly as possible, but creatures watching the doors might see them open or close, even if they do not notice you specifically. You can choose to Stride or Leap instead of Sneaking, or Burrow, Climb, Fly, or Swim instead if you have the corresponding movement type.",
         "traits":"Flourish, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":2
         },
         "databaseID":1,
         "timestamp":"1774578266877"
      },
      {
         "id":"f94e8062-85a6-43d3-a4a7-06ba95451f5e",
         "name":"Clever Cheat",
         "textDescription":"<b>Prerequisites</b> trained in Games Lore or Gambling Lore<br><br>You are such an experienced swindler and cheater, you don’t even need to use counterfeit decks or other cheater’s tools. When playing games or gambling, you may choose to cheat if you are not using Loaded Dice or Marked Playing Cards by deftly manipulating the tools of the game to your advantage. If you do so, you gain a +1 circumstance bonus to Games Lore or Gambling Lore checks made for the duration of the game you are playing.<br><br>To discern if you are cheating, an observer must also succeed at a Perception check against your Games Lore or Gambling Lore DC in addition to any other checks to detect your cheating. If you are a master in Games Lore or Gambling Lore, the circumstance bonus increases to +2.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Games||Lore: Gambling":2
         },
         "databaseID":1,
         "timestamp":"1774578266878"
      },
      {
         "id":"ea0da718-68b3-4c22-8fcf-630e4a97f1ff",
         "name":"Cold Reading",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Occultism<br><br>Being a practitioner of cold reading, you occasionally call upon fortune-telling techniques that associate physical traits, life details, and other omens surrounding them. If you spend 1 minute in conversation with someone and observing them, you may ask one question in which the GM may roll a secret Occultism check in place of Perception to Sense Motive in order to discover underlying aspects of the individual's personality or behaviors. If you are a master in Occultism you may ask 2 questions over the course of 3 minutes. If you are legendary in Occultism, you may ask 3 questions over the course of 5 minutes. This cannot be used to tell if someone is lying to you directly about their answers, only about their underlying emotional and mental state. Regardless of the result, targets of your Cold Reading are temporarily immune for 1 day.",
         "traits":"Concentrate, Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":4
         },
         "databaseID":1,
         "timestamp":"1774578266878"
      },
      {
         "id":"949a12d6-a0ca-47cd-b941-4cb2c2502186",
         "name":"Comfortable Terrain",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in a Lore related to a terrain type<br><b>Requirements</b> You are in the terrain associated with your related Lore.<br><br>You find yourself more at ease and recover faster when you are in an environment you are familiar with. You double the amount of Hit Points you recover from Resting while in your terrain. If you are afflicted with a disease or poison that is common within your terrain, you can Treat Poison and Treat Disease using the required Lore instead of Medicine and you gain a +2 circumstance bonus to your check. If you are afflicted with a disease, you can attempt to Treat Disease as part of Resting within your terrain.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266878"
      },
      {
         "id":"c014c15b-bd68-48b0-a026-872ddc8ffb69",
         "name":"Concussive Repair",
         "action":0,
         "textDescription":"<b>Prerequisites</b> trained in Crafting<br><b>Frequency</b> once per hour<br><b>Trigger</b> You are holding or wielding an item that would gain the broken condition from taking damage.<br><br>Sometimes, all it takes is a solid kick or whack to put something back together… for the time being. Attempt a Crafting check against the same DC you would use to Repair the item. Regardless of the result, the item becomes immune to your Concussive Repair for 1 day.<br><br><b>Critical Success</b> The item does not gain the broken condition and remains at 1 Hit Point above its Broken Threshold. After 1 minute the item gains the broken condition. If the item gains the broken condition during this period of instability, it is destroyed.<br><b>Success</b> As critical success, except if the item does not gain the broken condition for 1d4 rounds.<br><b>Critical Failure</b> The item is destroyed instead of broken.",
         "traits":"General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":2
         },
         "databaseID":1,
         "timestamp":"1774578266878"
      },
      {
         "id":"8685778f-396d-4068-a3fa-5051f4a63863",
         "name":"Conquer Stage Fright",
         "level":2,
         "action":1,
         "textDescription":"<b>Prerequisites</b> expert in Performance<br><b>Requirements</b> You are frightened.<br><br>You are all too familiar with the feeling of butterflies fluttering in your stomach. You attempt a Performance check against the DC of the effect that gave you the frightened condition or a standard DC of the effect’s level. If you succeed, you reduce the value of your frightened condition by 1, or by 2 if you critically succeeded.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":4
         },
         "databaseID":1,
         "timestamp":"1774578266878"
      },
      {
         "id":"9ccf45d9-e508-45db-8e3a-7fa061fa3713",
         "name":"Contortionist’s Escape",
         "level":2,
         "action":2,
         "textDescription":"<b>Prerequisites</b> expert in Acrobatics<br><b>Requirements</b> You are grabbed, immobilized, or restrained.<br><br>As you contort your body, you can escape from any restraints with ease. You attempt to Escape twice using Acrobatics, and both use the same multiple attack penalty, and you only increase your multiple attack penalty once afterwards. If you get a critical failure on either of these checks, you get a failure instead.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":4
         },
         "databaseID":1,
         "timestamp":"1774578266878"
      },
      {
         "id":"c530950d-e542-4476-ba78-fa66151ec415",
         "name":"Correct the Plot",
         "level":7,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> master in Performance<br><b>Frequency</b> once per day<br><b>Trigger</b> You or an ally within 30 feet fails an attack roll or skill check.<br><br>You know the beats of this story, and can sense a dreadful plot twist coming. You take a small action that puts things back on track, giving yourself or your ally an instant of clarity within which they can change destiny. Roll a Performance check and substitute your result for the triggering roll. You must use the new roll to determine the outcome of the triggering check even if it is worse than the original.",
         "traits":"Fortune, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":6
         },
         "databaseID":1,
         "timestamp":"1774578266879"
      },
      {
         "id":"a5f8c5bb-1c28-4aae-831c-5cf28872c223",
         "name":"Crafted Contrivance",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Crafting, Magical Crafting<br><br>Any item you craft has a chance of becoming a crucial item that saves a life or even the day. Anytime you critically succeed in Crafting a magical item of level 15 or higher that does not have the consumable trait, the item gains one of the following activations, up to GM discretion. A creature can only gain the effect of Contract Contrivance once per day.<br><br><b>Activate–Take the Blow</b> Reaction (concentrate) <b>Frequency</b> once per day; <b>Trigger</b> A creature holding, wearing, wielding, or otherwise having the item in their possession (such as stowed in a bag) would be reduced to 0 Hit Points or below; <b>Effect</b> The triggering creature remains conscious at 1 Hit Point. Make a flat check against DC 11. On failure, the item is destroyed, and on success, the item is broken. If the item was already broken and it gains the broken condition from this effect, it is automatically destroyed.<br><br><b>Activate–Convenient Tool</b> Reaction (fortune, manipulate) <b>Frequency</b> once per day; <b>Trigger</b> A creature with the item critically fails a skill check that requires or uses a tool; <b>Effect</b> It turns out your item is a perfect replacement for the tool! You can reroll the triggering check and treat the result as one step better. Regardless of your result, the item becomes broken.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":8
         },
         "databaseID":1,
         "timestamp":"1774578266879"
      },
      {
         "id":"11bc606d-3d4f-4cb7-95ad-3d5d5feb7207",
         "name":"Crafty Trap Disassembler",
         "textDescription":"<b>Prerequisites</b> trained in Crafting<br><br>Part of why you are so good at putting things together is because you learned how to do so by taking items apart to begin with. You can use Crafting instead of Thievery on checks to Disable a Device against non-magical traps and you gain a +1 circumstance bonus to your checks. You use your proficiency in Crafting to determine whether you can disable certain devices that would require a specific proficiency rank in Thievery. You can use artisan’s tools in place of thieves’ tools for checks to Disable Device.<br><br><b>Special</b> If you have the Reverse Engineer inventor feat, you increase the circumstance bonus from this feat to +2.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":2
         },
         "databaseID":1,
         "timestamp":"1774578266879"
      },
      {
         "id":"42ae83ef-6a0a-4ea0-9841-331fc6292f8d",
         "name":"Creature Indexing",
         "level":7,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> master in a Lore of a creature or creature type<br><b>Trigger</b> Your turn begins during an encounter with a creature whose Lore you are at least trained in.<br><br>You have knowledge about the creature at the top of your head which you can rattle off during an emergency. You can immediately Recall Knowledge on the triggering creature and on a success you learn one of the following pieces of information or two pieces of information if your result is a critical success: one of its immunities, resistances, or weaknesses, or what its lowest save or highest save is. If you are legendary in this creature Lore, you learn one additional piece of information of your choice on success and critical success.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266879"
      },
      {
         "id":"db7ec696-d56c-450e-a0be-985dacf24f95",
         "name":"Creature Wary",
         "action":-1,
         "textDescription":"<b>Prerequisites</b> trained in a Lore of a creature or creature type<br><b>Trigger</b> You would roll for initiative during an encounter with a creature whose Lore you are trained in and you are aware of the creature.<br><br>You often cast the creature as an imaginary enemy in your mind. You can use your creature Lore skill for initiative and you gain a +2 circumstance bonus to your roll. Should you and the creature tie on an initiative, you always go first.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore":2
         },
         "databaseID":1,
         "timestamp":"1774578266879"
      },
      {
         "id":"6aad6db3-e567-4144-b4c3-dab359704ef0",
         "name":"Creeping Crawler",
         "level":2,
         "action":1,
         "reqFeats":[
            "GENERAL_Nimble Crawl"
         ],
         "textDescription":"<b>Prerequisites</b> Nimble Crawl, expert in Stealth<br><b>Requirements</b> You are prone.<br><br>You stay low to the ground to avoid detection. You Take Cover and then Sneak while Crawling. When you Sneak in this way you move at the same Speed you could normally Crawl or Sneak, whichever is lower and you are treated as having cover from Take Cover for the entirety of your movement. If your Sneak and Crawl speeds are the same, you increase your Speed while prone and Sneaking by 5 feet.",
         "traits":"Flourish, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":4
         },
         "databaseID":1,
         "timestamp":"1774578266879"
      },
      {
         "id":"ed6ff97a-d0f6-4128-bfe6-91e9c7def1ee",
         "name":"Cult Expert",
         "textDescription":"<b>Prerequisites</b> trained in Religion; you have had multiple encounters with a specific cult<br><br>You have identified a particular cult as a thorn in your side, and put together notes identifying commonalities between its members. You learn a language commonly spoken by cult members, if they have one, and can always use Religion to Recall Knowledge on agents of the cult. You cannot roll Religion to Recall Knowledge on creatures merely aligned with the cult (for example, if a cult of Norgorberites hired a cambion mercenary), but creatures controlled by the cult (such as a giant scorpion raised by the Norgorberites, or a strange construct built by them) are subject to the effect.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":2
         },
         "databaseID":1,
         "timestamp":"1774578266880"
      },
      {
         "id":"aa0e47a8-13ba-4390-8d06-669687388b98",
         "name":"Cultural Chameleon",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Society<br><br>You are enamored with the various cultures of the world and can’t help but soak up all their little details. You can choose to spend a week in a settlement studying either the culture of the settlement itself, or the culture of one ancestry that lives in the settlement in non-insignificant amounts (the GM determines whether an ancestry has enough members to count).<br><br>You can spend one week to change your selection of settlement or ancestry, and you can choose to stop receiving the benefits at any time, though if you do so, you must once again spend one week to immerse yourself in a culture, even if you would pick the exact same choices.<br><br><b>Settlement</b> You can use Society to Recall Knowledge to know the same sorts of information that would normally require you to Gather Information using the same DC for your Recall Knowledge as the DC to Gather Information. In addition, you become an expert in the Lore skill for the settlement.<br><b>Ancestry</b> Creatures of the chosen ancestry in the settlement initial attitude towards you is one better than it would normally be and you can use Society instead of Diplomacy to Make an Impression on creatures of the chosen ancestry. In addition, you become an expert in the Lore skill for the chosen ancestry.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":6
         },
         "databaseID":1,
         "timestamp":"1774578266880"
      },
      {
         "id":"21e85d98-5379-403f-8b8f-7db3cd741a12",
         "name":"Daring Swing",
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Acrobatics<br><b>Requirements</b> You have at least one hand free and are adjacent to an object or allied creature you could swing from.<br><br>You swing through the air on an object, be it vine, chandelier, or the hand of a friend. You Leap and then attempt an Acrobatics check against the Climb DC of the object you are attempting to swing from, as determined by the GM, but unconventional objects or creatures are usually at least a DC 20. If you make a 2-action Daring Swing, you can use High Jump or Long Jump instead of Leap, and if you have Quick Jump you can use either with a single action Daring Swing. If you succeed, you swing up to 10 additional feet through the air in the same direction as your jump. If you are an expert in Acrobatics, increase the additional feet you move by 5, if you are a master increase the additional feet by 10, or increase it by 20 if you are legendary. Since you remain airborne during this movement, you avoid difficult terrain and can potentially pass over creatures or large objects if you were at least 5 feet off the ground when you started your swing.<br><br><b>Special</b> If you have the panache class feature, this action gains the bravado trait.",
         "traits":"Flourish, General, Move, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":2
         },
         "databaseID":1,
         "timestamp":"1774578266880"
      },
      {
         "id":"b4a467cb-39cd-4f0b-bf38-6d788619cafc",
         "name":"Death Curse Survivor",
         "textDescription":"<b>Prerequisites</b> You let the death curse of a linnorm fester in you for at least one fortnight<br><br>You have faced the raw fury of a linnorm long after it ceased to live, and now you have come out remade. When a creature reduces you to 0 Hit Points, they must make a Fortitude save against your class DC. On a failure, they are inflicted with the death curse of the linnorm that cursed you.<br><br>Once per day, you can cast <i>dragon form</i> as a primal innate spell, but your Dragon Breath deals damage of the same type as the Breath Weapon of the linnorm that cursed you and you must select the primal tradition. If you are 20th level, the spell is heightened to 8th-rank.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266880",
         "listCustomEffects":[
            {
               "proficiencyName":"Dragon Form",
               "effectType":9,
               "bonusType":3,
               "bonusAmount":6
            }
         ]
      },
      {
         "id":"3821b2fe-a61f-48a8-9143-a10889e8dc42",
         "name":"Deceive Ego",
         "level":15,
         "action":0,
         "textDescription":"<b>Prerequisites</b> legendary in Deception<br><b>Frequency</b> once per day<br><b>Trigger</b> You fail or critically fail a skill check.<br><br>You can lie so well, you fool even yourself. Make a Deception check against the same DC as the triggering check.<br><br><b>Critical Success</b> You fool yourself into thinking everything is fine and treat the result of the triggering check as a success.<br><b>Success</b> You smooth the depth of your failure and treat the result of the triggering check as one step better.<br><b>Critical Failure</b> You are off-guard until the beginning of your next turn.",
         "traits":"Fortune, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":8
         },
         "databaseID":1,
         "timestamp":"1774578266880"
      },
      {
         "id":"815ec36e-0aae-4ab1-b553-88ded0ad8589",
         "name":"Deep Meditation",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Occultism or Religion<br><b>Frequency</b> once per hour<br><br>You gain the exploration activity Deep Meditation. You can spend 10 minutes meditating to attempt an Occultism or Religion check against a standard DC of your level.<br><br><b>Critical Success</b> You gain a +1 circumstance bonus to the next saving throw against a mental effect within the next hour. If the saving throw also has the emotion trait, the circumstance bonus increases to +2.<br><b>Success</b> You gain a +1 circumstance bonus to the next saving throw against an emotion effect within the next hour.<br><b>Critical Failure</b> Your meditation is interrupted and you are perturbed. You take a –1 circumstance penalty to your next saving throw within the next hour.",
         "traits":"Concentrate, Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism||Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266881"
      },
      {
         "id":"9f3845f7-c0d4-4af5-aa78-b550e604383d",
         "name":"Defensive Flight Maneuver",
         "level":7,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> master in Acrobatics; ability to Fly or gain an effect that allows you to Fly<br><b>Trigger</b> You successfully used Maneuver in Flight.<br><br>Flight comes second nature to you and you use it to defend yourself. You gain a +1 circumstance bonus to AC until the beginning of your next turn. If you are already benefiting from a circumstance bonus to AC from Defensive Flight Maneuver, you instead increase the circumstance bonus to AC from Defensive Flight Maneuver by 1.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":6
         },
         "databaseID":1,
         "timestamp":"1774578266881"
      },
      {
         "id":"62b17682-2e77-406a-9bb4-cec5e89f2eed",
         "name":"Delayed Blocker",
         "level":7,
         "textDescription":"<b>Prerequisites</b> Shield Block or the ability to cast shield<br><br>You have learned to protect yourself while tactically looking for your next opening. When you Delay, you can choose to Raise a Shield or cast shield even though you would not normally be able to take an action. When you decide to take your turn, you lose a number of actions that would have been required to Raise a Shield.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266881"
      },
      {
         "id":"7e8aa976-b384-4a0d-9011-e33cdc07c2b6",
         "name":"Delver’s Intuition",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Cartography Lore<br><br>Your knowledge of the structural layout of dungeons and interior environments grants you the skill to map out a room before you’ve even entered it or find hidden passageways, discovering areas yet unexplored. While exploring a dungeon, you may attempt a Cartography Lore check against a DC appropriate for the area (subject to GM discretion), learning the contents of nearby passages, rooms, or walls within a 60-foot emanation. You cannot use Delver’s Intuition on the same area more than once unless you have new information that would allow you to do so.<br><br><b>Critical Success</b> You learn the exact dimensions of the area and you automatically learn if there are any secret areas nearby, though you do not learn their exact location or how to enter them. You gain a +2 circumstance bonus to the Investigate and Search exploration activities within this area.<br><b>Success</b> As critical success, except the circumstance bonus is +1.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Cartography":4
         },
         "databaseID":1,
         "timestamp":"1774578266881"
      },
      {
         "id":"81465f11-1312-4c0a-ae54-2e9b3e586945",
         "name":"Desperate Repair",
         "level":7,
         "action":3,
         "textDescription":"<b>Prerequisites</b> master in Crafting, Quick Repair<br><br>You can attempt to cobble and put back items that have been destroyed. The item must not have the consumable trait. Attempts to Desperate Repair on an item destroyed by a magical effect, such as overcharging a wand, automatically fail. You cannot use this on items that are destroyed due to transformations, such as becoming a mundane object due to exhausted magic, or have parts consumed that you cannot retrieve or replace.<br><br>When you take this activity, make a Crafting check against the Craft DC of the item at a –5 penalty. Once you have used Desperate Repair on an item, that item becomes permanently immune to your Desperate Repair regardless of the outcome of your roll. If you are legendary in Crafting, when you get a success you get a critical success instead.<br><br><b>Critical Success</b> You manage to put the item back together. The item regains all of its Hit Points. Regardless of the item's condition after 1 minute, it is automatically destroyed again. If the item would be automatically destroyed from a different source, choose whichever duration is shorter.<br><b>Success</b> As critical success, but the item is automatically destroyed after 1d4 rounds instead of 1 minute.<br><b>Critical Failure</b> You spend too much time putting the item together that you become distracted; you become off-guard for 1 round and cannot use reactions until the start of your next turn.",
         "traits":"General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":6
         },
         "databaseID":1,
         "timestamp":"1774578266881"
      },
      {
         "id":"e7f26921-1879-4df1-b513-9b584480578f",
         "name":"Devastating Finish",
         "level":10,
         "action":-1,
         "reqFeats":[
            "c5d02d92-4491-4a5e-b8c7-b0ae7b662d60",
            "ROGUE_You're Next||SWASHBUCKLER_You're Next"
         ],
         "textDescription":"<b>Prerequisites</b> You’re Next<br><b>Trigger</b> You reduced a creature of a level no lower than 4 below your level to 0 Hit Points that had all of its Hit Points.<br><br>When you send someone to their grave, you become fearsome and devastating to behold. You gain a +2 circumstance bonus to Demoralize and enemies your level or lower that witnessed you reducing the triggering creature to 0 Hit Points cannot reduce the frightened condition of your Demoralize below 1 while they can see you. You gain the Who’s Next? bold action.<br><br><b>Who’s Next?</b> 1-action (auditory, bold, emotion, fear, visual) <b>Requirements</b> You reduced a creature to 0 Hit Points within the last turn and did not use the You’re Next reaction; <b>Effect</b> You goad others after downing an enemy, daring others to cross you. All enemies within 30 feet of you that witnessed the required creature reduced to 0 Hit Points must attempt a Will save against your Intimidation DC.<br><br><b>Success</b> The creature is unaffected.<br><b>Failure</b> The creature is frightened 1 and can’t reduce its frightened condition below 1 while they can see you.<br><b>Critical Failure</b> As failure, except the creature is frightened 2. In addition, if the creature is your level or lower, it gains the fleeing condition for as long as it is frightened.",
         "traits":"Triumph, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266881"
      },
      {
         "id":"3e1d1d4a-dc73-4a62-9748-4ac1f740362f",
         "name":"Developed Sensory Response",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Survival<br><br>You have learned to adapt to your other senses when your main senses have been shut down due to consistent exposure in your travels. You attempt to Seek using your Survival instead of your Perception and your vague senses are treated as imprecise senses for the purposes of your check.<br><br>You can use Developed Sensory Response when using the Investigate or Search exploration activities, but you must move at half the normal speed you could normally move while using these exploration activities.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":6
         },
         "databaseID":1,
         "timestamp":"1774578266882"
      },
      {
         "id":"85be4b07-89ac-4cfd-9e4a-749a4b6b65f8",
         "name":"Diabolic Precautions",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Religion<br><br>Fiends are far from trustworthy, and devils especially. You've studied their tricks, and when you listen to their words, you know not to ignore any double-meanings. You gain a +1 circumstance bonus to saves against mental effects from devils and you can roll Religion to Sense Motive against devils. You can use your Religion DC instead of your Perception DC when devils attempt to deceive you and for Decipher Writing when reading diabolic documents (such as contracts).",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266882"
      },
      {
         "id":"25453e6b-8240-4b1f-8aa1-8508221dda8b",
         "name":"Difference without a Distinction",
         "level":7,
         "reqFeats":[
            "GENERAL_Eye for Numbers"
         ],
         "textDescription":"<b>Prerequisites</b> master in Society, Eye for Numbers<br><br>You subconsciously notice even the most minute of details as you take stock. When you use Eye for Numbers, the GM also rolls a secret Society check for you, and compares the result to the relevant DCs of all objects and creatures within your line of sight that are actively attempting to pass themselves off similar to the type of item you’re counting–usually, the Stealth DCs for creatures, or the spell DC of the spellcaster who used illusion magic to hide an item. The GM then gives you a count of the items as per Eye for Numbers, but then also gives count of all the creatures and items whose DCs you’ve exceeded, also rounded to the first digit.<br><br>In addition, you can use Society to Make an Impression on merchants after you’ve used the Eye for Numbers action on their wares and if this is part of negotiating purchases for items you successfully counted, you gain a +2 circumstance bonus to your check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":6
         },
         "databaseID":1,
         "timestamp":"1774578266882"
      },
      {
         "id":"901eb1e9-e9d6-4426-a8f6-4b0974d9d46d",
         "name":"Diplomat’s Caution",
         "textDescription":"<b>Prerequisites</b> trained in Diplomacy<br><br>You are careful with your words and mindful of how to use them, particularly when you speak to those who dislike you. When you attempt to Make an Impression on a creature whose attitude towards you or your allies is Indifferent or worse, you gain a +1 circumstance bonus to your check. If you are a master in Diplomacy, you increase the circumstance bonus to +2.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":2
         },
         "databaseID":1,
         "timestamp":"1774578266882"
      },
      {
         "id":"4830649d-c659-4bef-9dde-bc0856eca008",
         "name":"Direction Intuition",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>When you are looking for where to go, your training and instincts cultivate a much clearer picture. When you use Sense Direction, you do not take an item penalty to your Sense Direction. In addition, if you spend at least 10 minutes to use Sense Direction, you gain the effects of augury for the path you would take forward if you are successful.<br><br>The outcome you receive is only in relation to the path you would take, and does not account for outside factors. For instance, if the outcome was “bad” there might be a violent storm ahead, quicksand, or a flood, but it would not tell you whether you would encounter a roaming troop of bandits known to be nearby.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266882"
      },
      {
         "id":"ac13b844-61bb-4040-a990-cb4b462b483d",
         "name":"Disrupting Performance",
         "action":0,
         "textDescription":"<b>Prerequisites</b> trained in Performance<br><b>Trigger</b> A creature you can observe within 30 feet of you takes a skill action with the auditory, concentrate, or visual traits.<br><br>You make an awkward or bizarre sound, note, or gesture to foul the action the creature is attempting. Your reaction gains your choice of the auditory or visual trait. Make a Performance check against the triggering creature's Will DC. Creatures with less than a +0 Intelligence gain a +4 circumstance bonus to their Will DC. Regardless of the outcome, the creature then becomes immune to this reaction for 1 minute.<br><br><b>Critical Success</b> The creature is momentarily distracted and takes a –3 circumstance penalty to the triggering roll.<br><b>Success</b> The creature takes a –2 circumstance penalty to the triggering roll.",
         "traits":"Emotion, General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":2
         },
         "databaseID":1,
         "timestamp":"1774578266882"
      },
      {
         "id":"23f01c12-05af-4580-ab07-b5c6f26e5505",
         "name":"Distracting Duelists",
         "level":2,
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Deception or Intimidation or Bon Mot<br><b>Requirements</b> Your partner must be trained in Diplomacy, Deception, or Intimidation.<br><br>You and your partner make obnoxious quips, riffing about the opponent constantly. While employing this teamwork, both you and your partner count as having prepared to Aid the other to Feint or Demoralize. Whenever either of you make these checks, you can use either of your positions for determining whether you can perform these actions.<br><br><b>Special</b> If you or your partner has the Bon Mot skill feat, you can apply these effects to your Bon Mot in addition to the listed actions.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "hashMapRequiredProficiences":{
            "Deception||Diplomacy||Intimidation":2
         },
         "databaseID":1,
         "timestamp":"1774578266883"
      },
      {
         "id":"e19d1aa7-6486-4dac-a1c6-b1f7a90d8607",
         "name":"Divine Aphorisms",
         "textDescription":"<b>Prerequisites</b> trained in Religion<br><br>Uttering phrases associated with your faith gives you extra confidence when needed. Write down two aphorisms of your deity, and when you are likely to say them (such as a follower of Calistria saying “see to your own wounds first” when advising someone to rest before seeking vengeance). The first time per day where you appropriately utter such a phrase you feel the good will of divinity. You gain the effects of infectious enthusiasm during your next encounter if it occurs within 1 hour and then become immune to this effect for one day.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":2
         },
         "databaseID":1,
         "timestamp":"1774578266884"
      },
      {
         "id":"8721ac8d-e800-49e8-b497-efff37a9dff0",
         "name":"Divine Arsenal",
         "textDescription":"<b>Prerequisites</b> You worship a deity with a martial or advanced favored weapon.<br><br>You are versed in the weapon your deity favors. You gain access to your deity’s favored weapon, and for the purpose of proficiency, you treat it as a simple weapon if it was a martial weapon, or a martial weapon if it was an advanced weapon. In addition, you become bound by your deities edicts and anathema, and if you ever fail to follow your deity’s edicts or commit an anathema for your deity, you are cursed by your deity and lose the benefits of this feat until you complete an atone ritual.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266884"
      },
      {
         "id":"0b4a821a-2fe2-459a-a0f2-84d53d253cfa",
         "name":"Divine Intervention",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Religion, you worship a deity<br><br>Your study and devotion of your deity has left them invested in your victories in the mortal world, and they will actively involve themselves in your success. You gain the moderate boon associated with your deity, but you must adhere to its edicts and anathema. If you ever fail to follow your deities' edicts or commit one of its anathemas, you gain the moderate curse for your deity until you atone.<br><br>Once per day, you can spend a single action with the concentrate trait and attempt a Religion check against a very hard DC of your level to gain the major boon of your deity so long as you are in good standing with your deity. If you are successful, the major boon lasts for 1d4 rounds, or 1 minute if it was a critical success. If you critically fail your check, you suffer the moderate curse for your deity for 1 hour.",
         "traits":"Uncommon, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":8
         },
         "databaseID":1,
         "timestamp":"1774578266884"
      },
      {
         "id":"f7b369b0-3f00-487b-9407-f00c8c81b34c",
         "name":"Don't Make Me Repeat Myself",
         "level":2,
         "action":0,
         "textDescription":"<b>Prerequisites</b> expert in Intimidation<br><b>Trigger</b> You fail or critically fail to Coerce a creature.<br><br>You back your somewhat feeble threats with a severe expression to show you really mean it, and you are not going to repeat what you just said. You attempt to Demoralize the creature you attempted to Coerce. If you are successful, you treat the degree of success of the triggering Coerce as one better. Regardless of the result, the target becomes temporarily immune to this effect for 1 day.",
         "traits":"Fortune, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":4
         },
         "databaseID":1,
         "timestamp":"1774578266884"
      },
      {
         "id":"c276ff0e-98e1-4634-823e-3a56412044ff",
         "name":"Doom Walker",
         "level":8,
         "textDescription":"<b>Prerequisites</b> You have been doomed 3 before and did not die<br><br>No one walks the thin line between being alive or dead more finely than you. You might have crossed some soul-consuming monster that drained your soul, or perhaps cheated death as a reaction three too many times within 10 minutes. You look pallid like a corpse and might even be mistaken as a revenant, with the exception that you are very certain you have never died… yet.<br><br>During your daily preparations, you can spend some time aligning your energy to the living or the dead. If you align yourself to the living, you benefit from effects with the healing trait and are harmed by void damage as a living creature would; if you have the void healing ability, you lose it. If you align yourself with the dead, you gain void healing, taking damage from vitality damage and healing from void damage. You gain a +1 status bonus against effects that would give you the doomed condition or increase your doomed condition value. These effects last until your next daily preparations.<br><br>At 13th level, the status bonus increases to +2. In addition, when you align yourself with the living, you also become able to understand and speak Empyrean. If you align yourself with the dead, you are able to understand and speak Necril instead.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266884"
      },
      {
         "id":"79eaaa2e-8a23-4d76-8e77-ea04ff620012",
         "name":"Drag Away",
         "level":4,
         "textDescription":"<b>Prerequisites</b> expert in Athletics<br><br>You excel at dragging people along as you run. When you would successfully Reposition an enemy creature, you can instead choose to Stride up to 10 feet in a direction of your choice, or 15 feet if you got a critical success. The creature remains adjacent to you or the same distance from you had reach for your Reposition, following your path as you Stride. This is forced movement.<br><br>You can Drag Away a willing creature with a Reposition, but you must succeed at a standard DC of the creature’s level and they must still be a creature you could normally Reposition.",
         "traits":"Barbarian, Fighter, Monk, Ranger, Rogue, Swashbuckler, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":4
         },
         "databaseID":1,
         "timestamp":"1774578266884"
      },
      {
         "id":"bc092698-b8b5-49a8-85f4-3fca2838d118",
         "name":"Dream Actualization",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Occultism<br><b>Frequency</b> once per week<br><br>You know all too well the power held within dreams, the ability to realize, imagine, and actualize your potential and envision new possibilities for yourself and others. You spend 8 hours of uninterrupted sleep creating an elaborate dreamscape for yourself which has the effects of dreaming potential. You may also assist an ally in their dreaming endeavors, if you do so, both you and the ally must remain asleep for 8 hours uninterrupted to gain the full effects of dreaming potential but only your ally gains the benefits.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":8
         },
         "databaseID":1,
         "timestamp":"1774578266885"
      },
      {
         "id":"3a321204-4b16-4384-b514-b192127d5689",
         "name":"Drop Out of Sight",
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Stealth<br><br>You stay low to the ground to avoid detection. You Drop Prone, Take Cover, and then Hide.",
         "traits":"Flourish, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":2
         },
         "databaseID":1,
         "timestamp":"1774578266885"
      },
      {
         "id":"a87b447c-6836-40c4-88d0-9d78bb27a2e3",
         "name":"Duck and Weave",
         "level":8,
         "action":1,
         "textDescription":"<b>Requirements</b> You are unarmored or wearing light armor.<br><br>You step quickly, dodge and dance around attacks rather than let them actually touch you. Choose one creature with 30 feet. You gain a +2 circumstance bonus to your AC against all of the creature’s attacks until the beginning of your next turn. You cannot make Strikes or take hostile actions against creatures other than the target of your Duck and Weave until the beginning of your next turn and you gain the Twist from Harm reaction while your Duck and Weave remains in effect.<br><br><b>Twist from Harm</b> Reaction <b>Trigger</b> You would take physical damage from an attack roll you had the circumstance bonus to AC against from Duck and Weave; <b>Effect</b> You lunge out of the way, minimizing the damage your body would take. You gain resistance to physical damage equal to half your level against the triggering attack.",
         "traits":"Fighter, Investigator, Gunslinger, Monk, Rogue, Swashbuckler, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266885"
      },
      {
         "id":"7783b373-0dba-4a0e-95b1-88e41c36d4d5",
         "name":"Echo Listener",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Mining Lore<br><b>Requirements</b> You are underground or in a location that could produce an echo.<br><br>You can use a rock or stone to ascertain distances. When in the required area, when you Interact to throw a small stone or other similar object and make a Mining Lore check against a DC determined by the GM to listen for an echo (usually at least a DC 30). If you are successful, you automatically detect any creatures within a 15-foot emanation of where the object landed, or a 30-foot emanation if your result was a critical success.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Mining":6
         },
         "databaseID":1,
         "timestamp":"1774578266885"
      },
      {
         "id":"8e5a7fba-dfdd-4dce-a9b6-fdd15ba1973d",
         "name":"Echoing Earth",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Nature<br><br>By concentrating and focusing on the ground beneath your feet, you temporarily obtain a heightened sensitivity to vibrations in the earth. You gain tremorsense as an imprecise sense with a range of 10 feet until the end of your next turn as you feel sensations in the earth. If you are legendary in Nature, increase the range of the tremorsense to 20 feet.",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":6
         },
         "databaseID":1,
         "timestamp":"1774578266885"
      },
      {
         "id":"73623f41-86bd-4cc4-9c8d-0e5a913a3ff0",
         "name":"Effective Triage",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Medicine<br><br>You are skilled at bringing a creature back from the edge of death. When you Administer First Aid to stabilize a creature, on a success, the target gains 1 Hit Point for each level you possess at the beginning of its next turn and regains consciousness.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":6
         },
         "databaseID":1,
         "timestamp":"1774578266885"
      },
      {
         "id":"9006813b-c35c-4703-83b4-e6bd21e502ec",
         "name":"Elemental Enlightenment",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Arcana or Nature<br><br>Whether a denizen of the elemental planes or merely an erudite scholar of their elemental magic, you have a particular area of expertise over the elements. You gain a +2 circumstance bonus to Arcana or Nature checks to Identify Magic or Recall Knowledge against creatures, items, or spells with the air, earth, fire, metal, water, or wood traits.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana||Nature":6
         },
         "databaseID":1,
         "timestamp":"1774578266885"
      },
      {
         "id":"97c9ab52-b780-43d5-a285-481f7773ade7",
         "name":"Embrace Terror",
         "level":2,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> expert in Intimidation<br><b>Frequency</b> once per day<br><b>Trigger</b> You are about to attempt a Will save against a fear effect.<br><br>Your ability to incite fear in others makes attempts to frighten you less effective. You attempt the triggering save using your modifier in Intimidation instead of your Will save. If you are legendary in Intimidation, you can use Embrace Terror once per hour instead of once per day.",
         "traits":"Fortune, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":4
         },
         "databaseID":1,
         "timestamp":"1774578266886"
      },
      {
         "id":"7c5d2daa-cf17-4c31-884e-b7ccdf95aca1",
         "name":"Emissary of the Green",
         "level":15,
         "reqFeats":[
            "9d0e321a-0a88-46de-9867-b748310baae9"
         ],
         "textDescription":"<b>Prerequisites</b> legendary in Nature, Language of the Wild<br><br>You have mastered the ability of communicating with animals and plants, finding yourself to be a kindred spirit and ambassador of natural life. You can now cast the innate spells you gained from Language of the Wild once per hour instead of once per day.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":8
         },
         "databaseID":1,
         "timestamp":"1774578266886"
      },
      {
         "id":"0ce93c88-0f35-45d9-83c1-aed79f709677",
         "name":"Endorsing Jingle",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Performance<br><b>Frequency</b> once per week<br><b>Requirements</b> You are in a settlement.<br><br>You have garnered a bit of fame and can reduce the price of items you buy from a single merchant or store by promoting their business with a few songs and slogans–sung intermittently. Make a Performance check to Earn Income, gaining the results below instead of the normal effects.<br><br><b>Critical Success</b> The advertisement campaign was a rousing success. You gain store credits equal to four times the amount you would have earned from the Earn Income activity. The merchant or store staff’s attitude towards you improves by a step.<br><b>Success</b> As critical success, except the amount of store credits is two times the amount you would have earned from the Earn Income activity.<br><b>Critical Failure</b> The settlement nearly runs you and your annoying song out of town. You gain a –2 circumstance penalty to all Performance checks made in the settlement for 1 day.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":6
         },
         "databaseID":1,
         "timestamp":"1774578266886"
      },
      {
         "id":"d52c3476-391d-4ae4-bf82-e9d51f6b3bf0",
         "name":"Entrap Confession",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Diplomacy<br><br>You know how to lay traps in your conversations or use silence to trick people into giving away information they usually wouldn’t have. You can spend 10 minutes in conversation with a target to subtly goad them into answering a single yes or no question about themselves. Make a Diplomacy check against the target creature’s Will DC. The GM may modify the DC based on how difficult the answer would be to ascertain in conversation, but the DC is usually at least a standard DC of the target’s level.<br><br><b>Critical Success</b> You receive a definitive yes or no answer and the target is unaware that you have learned the answer.<br><b>Success</b> As critical success, but the target is aware they have given you the answer.<br><b>Failure</b> You are too subtle, and fail to goad the target.<br><b>Critical Failure</b> The target becomes aware you are attempting to get an answer to your specific question and can choose to leave your question unanswered or give a false answer.",
         "traits":"Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":6
         },
         "databaseID":1,
         "timestamp":"1774578266886"
      },
      {
         "id":"fd91efbf-c0ec-4915-be73-4c7e042fef92",
         "name":"Entrap in Faux Pas",
         "action":0,
         "textDescription":"<b>Prerequisites</b> trained in Society<br><b>Trigger</b> You would get a failure on an attempt to Make an Impression or to make a Request with witnesses present.<br><br>You lead a creature into using bad manners, but then forgive them in an attempt to persuade them further. Attempt a Society check against the same DC as the triggering check. Regardless of the result, the target is then immune for 10 minutes.<br><br><b>Success</b> The target feels embarrassed in front of their peers. You reduce the DC of the triggering check by the number of creatures that witnessed the creature’s bad manners, up to a maximum of 5.<br><b>Critical Failure</b> You embarrass yourself instead of the target, reducing your check by the number of creatures that witnessed your bad manners, up to a maximum of 5.",
         "traits":"Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":2
         },
         "databaseID":1,
         "timestamp":"1774578266886"
      },
      {
         "id":"e106a710-e695-4a30-bb3c-efe8a7daa8a6",
         "name":"Environmental Ascent",
         "textDescription":"<b>Prerequisites</b> trained in Nature<br><b>Requirements</b> You are in natural terrain.<br><br>By calling upon the roots and vines of the primal landscape around you with primal magic, you can overcome obstacles more easily. You can use Nature to Climb instead of Athletics by calling on the nearby flora and earth to help you ascend. If you’re trained in Athletics and you attempt an Athletics check to Climb, you instead gain a +2 circumstance bonus to Climb. If you are a master in Nature, you can call upon earth and flora even in locations they are scarce by increasing the DC of your Climb check by 5. When you Climb in this way, your Climb gains the primal and manipulate traits.<br><br><b>Special</b> If you have a climb Speed, you instead gain a +5-foot status bonus to your climb Speed when you are in natural terrain, or a +10-foot status bonus if you are legendary in Nature.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":2
         },
         "databaseID":1,
         "timestamp":"1774578266886"
      },
      {
         "id":"3010e69c-fb33-4fd2-8351-356d1376fbda",
         "name":"Ephemeral Echoes",
         "level":2,
         "action":2,
         "textDescription":"<b>Prerequisites</b> expert in Stealth<br><b>Requirements</b> You are hidden or undetected to at least one creature.<br><br>You use trickery, magic, or some other method to leave behind ghostly echoes of your presence. You Create a Diversion and Sneak, where creatures you are hidden to nearby hear the tell-tale signs of a sneak revealed, like a pebble accidentally kicked about, the shuffling of clothes, or even an overconfident chuckle. When done this way, you roll Stealth instead of Deception for your Create a Diversion and it gains only the auditory trait with the following results instead of the normal results of Create a Diversion.<br><br><b>Success</b> Creatures whose Perception DC is less than or equal to your result from Create a Diversion treats you as concealed until the beginning of your next turn or you would become observed.<br><b>Failure</b> Creatures whose Perception DC exceeds your result from Create a Diversion instead gain a +2 circumstance bonus to their Perception DC against your Sneak from Ephemeral Echoes.",
         "traits":"Flourish, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":4
         },
         "databaseID":1,
         "timestamp":"1774578266886"
      },
      {
         "id":"e9a7b386-1263-4c72-a9b2-8451f5e0f4cd",
         "name":"Erudite Mentor",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Arcana<br><br>You are a patient and well spoken mentor when instructing others on magical matters, perhaps having learned from professors in your own life or having experience being one yourself. You can use Arcana to Aid allies on Arcana, Nature, Occultism or Religion check to Recall Knowledge, Learn a Spell or perform an action with the magical trait and you gain a +1 circumstance bonus to your check to Aid.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":4
         },
         "databaseID":1,
         "timestamp":"1774578266887"
      },
      {
         "id":"5d24f7d0-553f-43bc-b4c2-9ad7a8035c17",
         "name":"Escape Artist",
         "textDescription":"<b>Prerequisites</b> trained in Thievery<br><br>Being caught sometimes comes with the job, so you put in extra training into getting out of even the stickiest situations. You can use Thievery to Escape instead of your unarmed Strike modifier, but if the effect you are attempting to Escape is from a creature or active spell effect, you take a –2 circumstance penalty to the roll. If you are a master in Thievery, you no longer take a penalty to Escape using Thievery.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266887"
      },
      {
         "id":"41ccd1d0-c94e-49b0-a3ba-50a9074ae066",
         "name":"Essence Magic",
         "level":11,
         "textDescription":"<b>Prerequisites</b> ability to cast spells from spell slots<br><br>By specializing and harnessing the power of a particular essence of magic, you gain access to additional magic of that type. Choose one of the four essences listed below that matches the tradition of your spellcasting class. You gain a spell of 2nd-rank or lower with one of the listed traits from a tradition other than your own. You cast the spell as a spell of your spellcasting tradition. If you are at least 15th level, the spell you chose is heightened to 3rd-rank, and if you are at least 19th level it is heightened to 4th-rank.<br><br>If you are a prepared caster, you learn the spell and once per hour you can spend 10 minutes to replace an already prepared spell slot with this spell.<br><br>If you are a spontaneous caster, you add the spell to your spell repertoire and you treat it as a signature spell.<br><br><b>Mind</b> (Arcane, Occult) Your selection must have one of the following traits: mental, prediction, illusion or scrying.<br><b>Matter</b> (Arcane, Primal) Your selection must have one of the following traits: air, earth, fire, metal, water, or wood.<br><b>Life</b> (Divine, Primal) Your selection must have one of the following traits: healing, vitality or void.<br><b>Spirit</b> (Divine, Occult) Your selection must have one of the following traits: mental, spirit, or void.<br><br><b>Special</b> You can select this feat twice, selecting the other essence associated with your tradition if you take this feat again.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266887"
      },
      {
         "id":"e183cb79-341a-427f-887f-1d5834eb2658",
         "name":"Establish Etiquette",
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Society<br><br>Even in the midst of battle, there are rules to follow and norms to keep. When you use Establish Etiquette, choose another creature within 30 feet of you and attempt a Society check against their Will DC. If you are successful, you appeal to the creature’s pride, honor, or other characteristics to follow an established etiquette for 1 minute and they are immune to your Establish Etiquette for 1 hour.<br><br>Each turn the creature does not follow the established etiquette, it takes a –1 circumstance penalty to its attack rolls, or a –2 circumstance penalty if you critically succeeded at your Society check. If it follows the established etiquette, it gains a +1 circumstance bonus on its attack rolls until its next turn or it breaks etiquette (immediately gaining the penalties again if it does). The creature can choose to prematurely end your Establish Etiquette by spending a single action with the auditory or concentrate trait to deny your appeal to etiquette.<br><br>You and your allies must choose to follow the established etiquette when you take actions against the creature, and if you do not follow the established etiquette against the creature the effect immediately ends and all creatures who witnessed you or your allies do so are temporarily immune to your Establish Etiquette for 1 day.<br><br><b>10 Paces</b> - You choose to only make Strikes with ranged weapons, and only within their first range increment. Dishonorable Striking - You choose to ignore circumstance penalties to AC.<br><b>Hands Alone</b> - You choose to only make Strikes with non-stance unarmed attacks.<br><b>No Words</b> - You choose not to use auditory or linguistic actions.<br><b>One Handed</b> - You choose to keep a hand free.<br><b>Right of Way</b> - You choose to take exactly one action with the move trait each turn.<br><b>Solo Fight</b> - You choose not to attack creatures that were attacked by another creature this round.",
         "traits":"Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":2
         },
         "databaseID":1,
         "timestamp":"1774578266887"
      },
      {
         "id":"1c7d30b6-10d3-41ef-a622-0c5e9503df81",
         "name":"Exceptional Researcher",
         "textDescription":"<b>Prerequisites</b> trained in Arcana<br><br>Spending hours in old libraries poring through mystic texts makes you especially adept in such environments. When attempting a roll as part of the research subsystem when researching magical topics or magical societies and cultures (usually these use arcana, religion, nature, occultism and sometimes society), you gain a +1 circumstance bonus to the roll, and if you get a success or critical success, you obtain 1 additional RP.",
         "traits":"Uncommon, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":2
         },
         "databaseID":1,
         "timestamp":"1774578266887"
      },
      {
         "id":"7a00fa8c-e525-4a23-a977-01cafcb0fb3d",
         "name":"Exclusive Activation",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Crafting<br><br>You prevent your creations from falling into the wrong hands with safeguard measures that allow only a selected few to use them… or else. When you successfully Craft an item that requires an activation, you can specify a requirement that allows it to be Activated normally, such as a password or hidden button. Any creature that does not know the requirement that attempts to Activate the item automatically fails unless they attempt a Crafting or Thievery check against your Crafting DC in order to Activate the item. On critical failure, the item self-destructs and is destroyed dealing 1d4 piercing damage per two item levels to the creature that attempted to Activate the item as well as creatures in a 5-foot emanation. When you become legendary in Crafting, the DC increases by 2, and the damage die on a critical failure increases to a d6s instead of d4s.",
         "traits":"Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":6
         },
         "databaseID":1,
         "timestamp":"1774578266888"
      },
      {
         "id":"927649e7-df70-41f5-ba9a-b21c2ee01feb",
         "name":"Expanded Hunt",
         "level":7,
         "reqFeats":[
            "64c608d4-4e46-4c08-a5e1-968bd7ba1154||095da926-c416-41ed-b96a-0eabd42c0b6e"
         ],
         "textDescription":"<b>Prerequisites</b> master in Hunting Lore; Know the Quarry or Take What’s Needed<br><br>You've added more types of monsters to your portfolio. You can use Know the Quarry and Take What's Needed on dragons, fungi, and plants in addition to animals and beasts. You might be able to select other creature types you frequently encounter while using your Hunting Lore, such as constructs or undead, subject to GM discretion.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266888"
      },
      {
         "id":"96cda686-e141-4155-a66b-e34af3a494c8",
         "name":"Fearsome Pelts",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival, trained in Intimidation<br><br>You have learned to use the remains of monsters as part of your scare tactics. You can spend 1 day to Craft the body of a monster into a wearable pelt, trinket, or other symbolic item and you can Craft the item using Survival. The Craft DC for the item uses an item level equal to the monster you are using to Craft and the item must be a wearable item of at least 1 Bulk. When you wear the remains of a monster, you gain a +2 circumstance bonus to Demoralize creatures of the same type as your pelt and you do not take a penalty to your Demoralize for not sharing a language. You only gain the circumstance bonus if the pelt came from a creature of equal or higher level than the creature you are attempting to Demoralize. If the creature is not of the same type, but shares a trait with the creature your pelt was made from, you gain these effects as well, but the circumstance bonus is +1 instead of +2.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":2,
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266888"
      },
      {
         "id":"ae88018a-6d89-4254-a203-87bae22c9713",
         "name":"Fence’s Senses",
         "textDescription":"<b>Prerequisites</b> trained in Thievery<br><br>You live or die by your ability to differentiate treasures and worthless scrap when it comes to stolen goods. You can use Thievery to identify an item’s value, and may use Thievery instead of the normal skill to Identify Magic on magic items with the illusion or poison traits. You must be aware the item has these traits in order to use Identify Magic on the item.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266888"
      },
      {
         "id":"151adbc3-0769-46f0-849a-b0ff050281a0",
         "name":"Fey Charm",
         "textDescription":"<b>Prerequisites</b> trained in Nature<br><br>Well known for being as elusive and tricky as they are charming, you have learned how to tap into the charisma of the fey when interacting with creatures of the primal world. When making Deception or Diplomacy checks to Lie or Make an Impression to creatures with the animal, beast, plant, fungi or fey traits, you can use Nature instead of the appropriate skill. You must still be able to communicate with these creatures in order to make these checks against them, such as having the Plant Empathy class feat to speak with a plant.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":2
         },
         "databaseID":1,
         "timestamp":"1774578266888"
      },
      {
         "id":"ed147e61-eceb-4704-a9dd-bd352278e811",
         "name":"Find Binding Pins",
         "level":2,
         "action":2,
         "textDescription":"<b>Prerequisites</b> expert in Thievery<br><br>Before committing to picking a lock, you feel out how various parts react when you apply pressure. Attempt a Thievery check against the DC of a lock within your reach. Regardless of the result, you cannot use Find Binding Pins on the same lock for 1 day.<br><br><b>Critical Success</b> The next time you Pick that Lock, you treat the result of your check as one step better and you gain an additional success, or two additional successes if your check is a critical success.<br><b>Success</b> The next time you Pick that Lock against the target lock, you treat the result of your check as one step better.<br><b>Critical Failure</b> You greatly misjudge the construction of the lock. The next time you Pick a Lock against the target lock, you treat the result of your check as one step worse.",
         "traits":"General, Manipulate, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":4
         },
         "databaseID":1,
         "timestamp":"1774578266888"
      },
      {
         "id":"d5d52171-e17d-4cbb-9f37-ccb6fcc35cad",
         "name":"Fine Art Studies",
         "textDescription":"<b>Prerequisites</b> trained in Performance<br><br>You have done a lot of reading and researching in the name of pursuing your artistic craft. You can always use Performance to Recall Knowledge on any knowledge related to the fine arts or the history of fine arts. If you have Virtuosic Performer, you can add the bonus from the feat if the specific piece of knowledge you are trying to recall is related to your specialty. You can also use Performance to obtain research points instead of the normal check at a –2 circumstance penalty to the check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":2
         },
         "databaseID":1,
         "timestamp":"1774578266888"
      },
      {
         "id":"3fa9918b-1559-4adb-b927-4dd845dbe6ba",
         "name":"Firewalk",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Acrobatics<br><br>Your movements are so quick and light-footed that you do not harm yourself when you step through danger. You Stride up to your Speed. During this movement, you can try to move through the space of hazardous terrain. Attempt an Acrobatics check against the DC of the effect that caused the hazardous terrain or a DC 20, whichever is higher, as soon as you try to pass through its space. You can Firewalk using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.<br><br><b>Success</b> You move through the hazardous terrain’s space without taking damage, treating each of its squares as difficult terrain (every 5 feet costs 10 feet of movement).<br><b>Failure</b> You take damage as normal.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":6
         },
         "databaseID":1,
         "timestamp":"1774578266889"
      },
      {
         "id":"79171289-5298-4328-8596-cfd86e0f55de",
         "name":"Flip into Hand",
         "level":7,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> master in Acrobatics<br><b>Requirements</b> You have at least one hand free and are standing next to an adjacent unattended item of L Bulk.<br><br>You have learned how to kick items on the ground into a ready hand. Attempt an Acrobatics check against a DC 20. You can perform this action during a Stride if during your movement you become adjacent to an unattended item of L Bulk or less. If you are legendary in Acrobatics, you can flip two items into your hands as part of the same action provided you have the hands free to carry them.<br><br><b>Success</b> You flip the required item into your hands and are holding the item.<br><b>Failure</b> You fail to flip the item into your hands.<br><b>Critical Failure</b> You accidentally flip the item away from you, landing 5 feet away from you.",
         "traits":"Flourish, General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":6
         },
         "databaseID":1,
         "timestamp":"1774578266889"
      },
      {
         "id":"c23ae6bf-1967-4462-90a8-e5a68b5f4515",
         "name":"Follow Crime Spree",
         "textDescription":"<b>Prerequisites</b> trained in Thievery<br><b>Requirements</b> You are in a settlement.<br><br>You use your criminal knowhow to recognize patterns in crimes. You can use Thievery to Track creatures if you start at the scene of a crime. If the crime was committed within 1 day, you gain a +2 circumstance bonus to your attempts to Track.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266889"
      },
      {
         "id":"b79385e7-a63c-4f42-b330-257931c69dd6",
         "name":"Fortunate One",
         "textDescription":"<b>Prerequisites</b> trained in Fortune-Telling Lore<br><br>When misfortune befalls you, you know that luck is soon to follow. When you are subject to a non-trivial misfortune effect, you gain a +1 status bonus to the next check you make for 1 hour after you were subject to the misfortune effect.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Fortune-Telling":2
         },
         "databaseID":1,
         "timestamp":"1774578266889"
      },
      {
         "id":"164d5d5c-b68a-416c-bb77-f565e8ce6897",
         "name":"Freefall",
         "action":-1,
         "textDescription":"<b>Trigger</b> Your turn begins.<br><br>You understand the tactical importance of taking cover on the ground. You Drop Prone.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266889"
      },
      {
         "id":"a8f10442-88ad-4924-847e-2c8b1dd1211f",
         "name":"Friends in High Places",
         "action":0,
         "textDescription":"<b>Prerequisites</b> trained in Society<br><b>Trigger</b> You or an ally fail or critically fail a Diplomacy or Intimidation check against a creature who serves nobility or an organization.<br><br>You use your established understanding of the settlement and its social circles to name-drop important figures should things not go your way. Attempt a Society check against a standard DC of the targeted creature’s level.<br><br><b>Critical Success</b> You or the triggering ally can reroll the triggering check with a +2 circumstance bonus.<br><b>Success</b> As critical success, except the circumstance bonus is +1.",
         "traits":"Fortune, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":2
         },
         "databaseID":1,
         "timestamp":"1774578266889"
      },
      {
         "id":"b4850ca0-027e-4822-9a1e-59df1999bb69",
         "name":"Front-Line Adept",
         "level":7,
         "textDescription":"<b>Prerequisites</b> expert in martial weapons<br><br>You have learned to become more adapted to standard combat tactics. You gain your choice of the Sudden Charge or Vicious Swing activity.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Martial Weapons":4
         },
         "databaseID":1,
         "timestamp":"1774578266889",
         "listCustomEffects":[
            {
               "effectType":13,
               "string0":"1625e3d3-7096-4890-88da-20000672e6a8",
               "int0":1
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         ]
      },
      {
         "id":"6463cb2e-246e-4200-8d78-27ad6ee25587",
         "name":"Fungal Ward",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Nature<br><b>Frequency</b> once per hour<br><b>Requirements</b> You are in an area of nature or an area containing slain enemies.<br><br>By observing the unique properties of fungus to grow amidst decay and unusual conditions, you ward yourself against life-draining energies. By spending 10 minutes gathering the source of decay or nature, you can place a fungal growth on a creature of your choice, granting them void resistance equal to half your level to the first source of void damage they take until your next daily preparations.",
         "traits":"Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":4
         },
         "databaseID":1,
         "timestamp":"1774578266890"
      },
      {
         "id":"4f5965d5-58c2-40f6-9edc-17a9d9323ba1",
         "name":"Gambler’s Bluff",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Games Lore or Gambling Lore<br><br>After many long hours spent playing games of deduction and chance, you have developed an ironclad poker face, making it impossible for others to discern your true motives. When you Lie you can choose to use Games Lore or Gambling Lore instead of Deception and when a creature attempts to Sense Motive on you to determine if you were lying, you can choose to use your Games Lore or Gambling Lore DC instead of your Deception DC.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Games||Lore: Gambling":6
         },
         "databaseID":1,
         "timestamp":"1774578266890"
      },
      {
         "id":"3902a85e-95b9-484d-8e05-da90018efb59",
         "name":"Gaze into the Tapestry",
         "level":10,
         "textDescription":"<b>Prerequisites</b> You saw into the Dark Tapestry, or beheld the true appearance of a powerful denizen of the Tapestry<br><br>The images burned into your eyes will never leave you, carving an eternal doom into your very soul. You can cast <i>slither</i> as an occult innate spell once per day and the spell is heightened to a rank equal to half your level rounded up. When you gain the frightened condition, make a DC 2 flat check. On a failure, your dread cracks open a rift into the dread dimensions. You produce the effects of <i>summon entity</i> with a rank equal to half your level rounded up, except the creature is hostile towards you and your allies and the effect does not need to be sustained. The creature appears within 30 feet of you, typically in the safest and closest location to you it is able to.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266890",
         "listCustomEffects":[
            {
               "proficiencyName":"Slither",
               "effectType":9,
               "bonusType":2,
               "bonusAmount":5
            }
         ]
      },
      {
         "id":"2f3cf58b-b78d-43f0-ae20-ebaf115b4f4c",
         "name":"Geologic Genius",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Nature<br><br>You are an experienced connoisseur of geology, from beautiful gems, to natural metals, to simple sediments and can spot things that are out of place in cavernous environments. You gain a +1 circumstance bonus to Recall Knowledge on all creatures, gems, or items with the earth or metal traits and to Perception checks to notice hazards in natural formations of earth, rock, or stone. Additionally, you can use Nature to Earn Income by searching for valuable deposits of minerals and gems, provided you are in a location that could reasonably contain such materials (subject to GM discretion).",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":4
         },
         "databaseID":1,
         "timestamp":"1774578266890"
      },
      {
         "id":"d1b94c48-1090-4f3f-aca5-9ffa6ac105c3",
         "name":"Give Offerings",
         "textDescription":"<b>Prerequisites</b> trained in Religion; you worship a deity<br><br>You make a point of leaving out offerings to that which you worship. When you make your daily preparations, you can leave out offerings to the gods to keep you safe. These offerings might include food, wine, or other trinkets of at least 1 sp in value. If you do, you gain a +1 status bonus to your first non-trivial Religion check of the day.<br><br>Alternatively, instead of offerings you can spend the money on something the deity you worship would support to gain this bonus, but you must spend an amount equal to 1% of the lump sum gold value for a character of your level and you cannot directly benefit from the expenditure in any way.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":2
         },
         "databaseID":1,
         "timestamp":"1774578266890"
      },
      {
         "id":"603c5aa4-b1d3-4502-b706-ee00adfa46ce",
         "name":"Global Presence",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Society<br><br>Your fame precedes you even in the highest echelons of the farthest societies. Once per month, you can spend a week of downtime to influence a major political or economic decision in the region you’re in. Attempt a Society check against a hard DC of the settlement’s level. If you’re trying to influence an area bigger than a settlement, for example a county or a duchy, use the target area’s capital settlement’s level instead. If you’re trying to influence a country, an empire, or similar, the DC is a very hard DC of the highest level settlement in the area’s level.<br><br>When you influence political or economic decisions in this way, you can choose to prevent or cause an event to happen, such as removing or stationing a political figure in office, or you can choose to delay or expedite events that are likely to take place by 1 month. The GM might choose to increase or decree the DC or apply circumstance penalties to your checks for significant changes to outcomes, such as the removal of a monarch from a position of power, or have other outcomes result from your choices.",
         "traits":"Uncommon, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":8
         },
         "databaseID":1,
         "timestamp":"1774578266890"
      },
      {
         "id":"02215829-86c7-4ac0-a065-feac3b56b914",
         "name":"God-Warrior",
         "level":20,
         "textDescription":"<b>Prerequisites</b> You fought directly against a deity<br><br>You have siphoned off some of the deity’s power as your own, having claimed a portion of their sacred domain and broken it from them. You can cast <i>avatar</i> as a divine innate spell once per day. You take the form of the deity you battled, though not their appearance, modifying it to reveal a new, legendary appearance for yourself.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266890",
         "listCustomEffects":[
            {
               "proficiencyName":"Avatar",
               "effectType":9,
               "bonusType":1,
               "bonusAmount":10
            }
         ]
      },
      {
         "id":"648eb883-673b-4810-91d8-7891c636fbd7",
         "name":"Gossip Collector",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Diplomacy<br><br>You influence people by using what secrets you've learned about them through gossip or rumors. The gossip does not necessarily have to be true, but perpetuated by others and damaging. When you Gather Information on a specific creature within a settlement, you learn one small secret about the target. You can choose to reveal this secret as part of a Charisma-based skill check against that creature, gaining a +2 circumstance bonus to your check if your Gather Information was successful, or a –2 penalty if your Gather Information was a critical failure. If you Gather Information on a specific creature and learn a secret about it, they are immune to Gossip Collector for 1 month.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":4
         },
         "databaseID":1,
         "timestamp":"1774578266891"
      },
      {
         "id":"9151b822-518c-466f-9e96-ef1e158c4075",
         "name":"Graceful Companions",
         "reqFeats":[
            "GENERAL_Courtly Graces"
         ],
         "textDescription":"<b>Prerequisites</b> expert in Society, Courtly Graces<br><br>When flattering people, you put a few good words in for your allies as well. When you Make an Impression, you can choose up to 5 creatures to receive the results of your Make an Impression as well, even if they aren’t presently with you. Your allies do not gain the effects of your Make an Impression unless they identify themselves by mentioning you and may choose to avoid doing so if you worsened their attitude. When you become a master in Society, you can choose up to 10 creatures, and if you become legendary in Society, you can choose up to 20 creatures.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":2
         },
         "databaseID":1,
         "timestamp":"1774578266891"
      },
      {
         "id":"a6fcb852-a180-4299-b866-471bfe4d1ace",
         "name":"Green Thumb",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Nature<br><br>Cultivating plants comes naturally to you, whether magical or otherwise. You can Craft items with the fungus, plant, or wood traits or alchemical plants using Nature instead of Crafting. If you use Nature to Craft, you use your proficiency in Nature instead of Crafting to determine what level items you can Craft. If you Craft alchemical plants, they lose the alchemical trait and gain the primal trait.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":4
         },
         "databaseID":1,
         "timestamp":"1774578266891"
      },
      {
         "id":"a497c354-e296-44ca-9dfe-0c4c137b4010",
         "name":"Group Cover",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>You have learned to cover the tracks of large groups with ease, allowing your allies to go undetected along with you. When you Cover Tracks and your allies Follow the Expert, you attempt a single Survival check to cover the tracks of all of you instead of each of you rolling individually.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266891"
      },
      {
         "id":"1e1ac1ce-5de8-4ff0-843b-bbf0cea96211",
         "name":"Haggle",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Mercantile Lore<br><br>The art of haggling is one only the best merchants know. If you spend 1 minute in conversation with someone selling goods, you may attempt to Haggle, choosing one item you wish to buy and attempting a Mercantile Lore check against the Will DC of the person you are conversing with. You cannot choose a formula when you Haggle. Regardless of your result, the target is temporarily immune to your attempts to Haggle it for 1 day.<br><br><b>Critical Success</b> You manage to reduce the price of the item by an amount equal to the cost of the item’s formula.<br><b>Success</b> As critical success, except the amount is half the item’s formula cost.<br><b>Critical Failure</b> Your attempts to haggle insult the merchant! They refuse to sell you the requested item and their attitude towards you becomes one step worse or unfriendly, whichever is worse. The creature continues to refuse to sell you the item until their attitude towards you changes to be indifferent or better.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Mercantile":4
         },
         "databaseID":1,
         "timestamp":"1774578266891"
      },
      {
         "id":"ac7e6f29-6d41-40a3-b6fc-f1ba3c191444",
         "name":"Harden Heart",
         "level":2,
         "action":1,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>You have learned to stifle the presence of adrenaline through continued exposure to danger, allowing you to steel yourself against emotional turbulence. If you are subjected to an emotion effect before the beginning of your next turn, the creature that produced the effect must succeed at an additional check against your Survival DC to affect you with the effect. If the effect would require a save instead of a check, such as the fear spell, you gain a +2 circumstance bonus to your save. This circumstance bonus increases to +3 if you are legendary in Survival.",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266891"
      },
      {
         "id":"4ff710a5-de46-452f-8983-24d7555bac30",
         "name":"Hardened Combatant",
         "level":14,
         "textDescription":"You have seen enough battles to not be swayed easily. You gain resistance to critical hits equal to half your level and you gain a +1 circumstance bonus to saves against critical effects or effects that would occur on a critical hit.",
         "traits":"Barbarian, Champion, Fighter, Gunslinger, Magus, Monk, Ranger, Swashbuckler, Thaumaturge, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266891"
      },
      {
         "id":"5a0b4636-4b46-4c30-96e8-1d77eabeea3d",
         "name":"Harmless Bystander",
         "action":-1,
         "textDescription":"<b>Prerequisites</b> trained in Deception<br><b>Trigger</b> You roll initiative.<br><b>Requirements</b> You have not been observed taking a hostile action against any of the creatures in the current encounter.<br><br>You pretend you have nothing to do with the conflict that is about to take place. You roll Initiative using your Deception. Any non-ally creature must attempt to Sense Motive against you to realize you are hostile to them and they cannot make reactions against you until you take a hostile action against the creature or its allies. If you are wielding a weapon or cannot reasonably hide yourself as a bystander (for example, being out in the wilderness where there is no crowd), the creature gets a +4 circumstance bonus to their Sense Motive and if you are observed taking a hostile action you are automatically recognized as hostile. Regardless of the results of the creature’s Sense Motive, once you are observed being hostile, non-allied creatures are temporarily immune to your use of Harmless Bystander for 1 day.",
         "traits":"Auditory, Concentrate, General, Linguistics, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":2
         },
         "databaseID":1,
         "timestamp":"1774578266892"
      },
      {
         "id":"155ade30-4059-46ad-8fba-a45c6102476d",
         "name":"Haughty Correction",
         "level":2,
         "action":0,
         "textDescription":"<b>Prerequisites</b> expert in Arcana<br><b>Trigger</b> A creature within 30 feet you can see just Cast a Spell, attempted a counteract check, or attempted to Recall Knowledge.<br><br>Watching an opponent's magical attempts leads to you point out the flaws in their process, nitpicking the placement of their runes or the intonation of their words when casting in order to show off your magical knowledge. Attempt an Arcana check and compare the result to the Will DC of the triggering creature. If the creature critically succeeded in the triggering action, you get one degree worse on your results. If the creature critically failed the triggering action, you get one degree of success better on your results. Regardless of the result, the target is then temporarily immune for 1 minute.<br><br><b>Critical Success</b> The target is stupefied 1 for 1 minute as they are distracted by your frustrating interruptions. The target can end the effect early with a rebuttal to your Haughty Correction by spending a single action with the concentrate trait or by making a Recall Knowledge check to counter your correction. The creature does not gain the stupefied condition until after the triggering action is completed.<br><b>Success</b> As critical success, but the target is stupefied 1 until the end of their next turn.<br><b>Failure</b> The target is unaffected.<br><b>Critical Failure</b> You fumble your response and take a –2 circumstance penalty to Intelligence-based skill checks and Perception checks and DCs for 1 minute or until you spend a single action with the concentrate trait to regain your composure.",
         "traits":"Auditory, Emotion, General, Linguistic, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":4
         },
         "databaseID":1,
         "timestamp":"1774578266892"
      },
      {
         "id":"f7e260dc-2022-4046-81f4-4f59d6954708",
         "name":"Haunt Legend",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Occultism or Religion<br><br>Your knowledge and skill when it comes to haunts is nigh-unparalleled and few can match your mastery over the field. You gain a +2 circumstance bonus to skill checks to Search, Recall Knowledge, and to Disable haunts and you can use Occultism or Religion checks against haunts even if they would not normally allow those checks, using its Occultism or Religion DC for its DC or the highest DC required to Disable it if it does not have an Occultism or Religion DC.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism||Religion":8
         },
         "databaseID":1,
         "timestamp":"1774578266892"
      },
      {
         "id":"ccb8e304-f844-4e48-923a-2f58d9e69dad",
         "name":"Hazard Heuristics",
         "textDescription":"<b>Prerequisites</b> trained in Arcana<br><br>Your familiarity with magical objects and environments grants you an improved sense for magical hazards and how to safely disenchant them. You gain a +1 circumstance bonus to Perception checks to find magical hazards and to Disable Device on hazards with the magical trait. If you are a master in Arcana, this bonus increases to +2.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":2
         },
         "databaseID":1,
         "timestamp":"1774578266892"
      },
      {
         "id":"a4dbf67f-b669-4b4e-aa46-17979e167f89",
         "name":"Heightened Spell",
         "level":10,
         "action":1,
         "textDescription":"<b>Frequency</b> once per hour<br><br>You empower a spell calling on a reservoir of conserved power. If the next action you use is to Cast a Spell that is at least 3 ranks lower than the highest-rank spell slot you have, you treat the rank of the spell as 2 higher for the purposes of numerical effects based on its heightened rank, such as damage, healing, increased area, bonuses, or penalties. You do not gain any other effects associated with the heightened rank, such as being able to target more creatures or treating the spell as a higher level for the purposes of counteracting or the incapacitation trait.",
         "traits":"Bard, Cleric, Concentrate, Druid, Oracle, Psychic, Sorcerer, Spellshape, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266892"
      },
      {
         "id":"b7e6d9f4-96b8-42bf-a311-3cf1dc4141b6",
         "name":"Helter Shelter",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Survival<br><br>You can produce a suitable shelter in unlikely places with little to no preparation. When you Subsist, you also produce the effects of a cozy cabin except the effect does not automatically end when you leave the cabin, the cabin is 40 feet on each side, can inhabit up to 10 creatures instead of the normal amount, and it can withstand any weather conditions without being destroyed. If you use Subsist again while you have this effect active, you can choose to replace the previous effect with a new one, or extend the duration of your cabins if you are nearby.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":8
         },
         "databaseID":1,
         "timestamp":"1774578266893"
      },
      {
         "id":"b4c93f15-2525-4f5f-9ca7-6f8c7e47f0ec",
         "name":"Herald Stained",
         "level":12,
         "textDescription":"<b>Prerequisites</b> You have touched the blood of a creature with the herald trait as it lay dying<br><br>Sacred blood empowers you, granting you divine power. You gain the nephilim trait if you did not already have it. Only the parts of you which touched blood change visually. You gain a 1st and 5th level nephilim ancestry feat of your choice.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266893"
      },
      {
         "id":"8436df0e-bf4f-4ce5-a120-8bf8f8bed404",
         "name":"Here, There, Everywhere",
         "level":6,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Prerequisites</b> expert in Deception<br><b>Requirements</b> Your partner is at least trained in Deception.<br><br>When one of you heckles the opponent, the other jumps in to stab them in the back. While you are employing this teamwork, as long as an opponent is within both your and your partner’s reach, it is considered off-guard to both of your melee attacks due to flanking. In addition, when one of you uses Feint against an opponent, they may choose the following results instead of the usual ones.<br><br><b>Critical Success</b> The target is off-guard against your partner’s melee attacks until the end of your partner’s next turn.<br><b>Success</b> The target is off-guard against your partner’s first melee attack before the end of your partner’s next turn.<br><b>Critical Failure</b> Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":4
         },
         "databaseID":1,
         "timestamp":"1774578266893"
      },
      {
         "id":"1a82629d-ce16-482c-886b-0a5237276e8b",
         "name":"Honed-Shot Precision",
         "level":4,
         "action":-1,
         "reqFeats":[
            "c5d02d92-4491-4a5e-b8c7-b0ae7b662d60"
         ],
         "textDescription":"<b>Prerequisites</b> trained in at least one martial ranged weapon<br><b>Trigger</b> You critically succeeded at a ranged Strike against an enemy and the enemy is still above 0 Hit Points after this Strike.<br><br>You strike true, leaving you the opportunity you need to finish the job. Your ranged Strikes deal 1 additional precision damage per weapon damage die against the required enemy. You gain the Pinpoint Assault bold reaction.<br><br><b>Pinpoint Assault</b> Reaction (bold, fortune) <b>Trigger</b> You roll damage for a ranged Strike against the required enemy of Honed-Shot Precision; <b>Effect</b> You strike the very soul with your marksmanship. Roll damage twice and take the higher result of the two.",
         "traits":"Triumph, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266893"
      },
      {
         "id":"82ce56a2-c0bb-42c8-89d5-aac5667405b6",
         "name":"How Does It Tick?",
         "textDescription":"<b>Prerequisites</b> trained in Engineering Lore<br><br>At the end of the day, solving problems is what engineering is all about. You can use Engineering Lore to Recall Knowledge on constructs and on hazards or objects with the clockwork trait with a +2 circumstance bonus to your check. When you fail (but don't critically fail) a Recall Knowledge check using Engineering Lore, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Engineering":2
         },
         "databaseID":1,
         "timestamp":"1774578266893"
      },
      {
         "id":"bcc98eee-c710-428b-b0d3-7809ae0c3033",
         "name":"Hunger Pangs",
         "level":4,
         "action":0,
         "textDescription":"<b>Prerequisites</b> You survived the Forbidden Cravings curse<br><b>Trigger</b> You would take void damage.<br><br>You have felt the starving curse of a ghoul and survived. However, the hunger you felt, both as an insatiable ambition and literal ravenousness still lingers within you—much as it lay dormant within you before the curse manifested. You gain void healing for 1 minute, and if the triggering effect would also restore Hit Points to undead, such as <i>harm</i>, you regain Hit Points as normal for the effect.<br><br>In return, you become ravenously hungry for flesh for as long as you have this void healing. While in this state, when you see a living creature reduced to 0 Hit Points, you must make a Will save against a standard DC of your level or you become fascinated by them as you are overwhelmed by the desire to consume their flesh, or stunned 1 if you critically failed your save. The fascinated condition does not end normally and lasts until you can no longer perceive the creature reduced to 0 Hit Points, the creature regains Hit Points, or you spend 3-actions to calm your desires to consume flesh (these actions need not be consecutive).",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266894"
      },
      {
         "id":"812d465f-7833-41d1-a732-fd684e88d448",
         "name":"Hypersenses",
         "level":15,
         "textDescription":"<b>Prerequisites</b> master in Perception<br><br>You have become so firm with your ability to sense that you gain the ability to perceive through a heightened sense. During your daily preparations, choose one of the following senses to gain access to until your next daily preparations. If you select a sense in which you were already imprecise, you can instead increase the precision of that sense to precise within the listed ranged.<br><br><ul><li>Hearing as a precise sense with a range of 20 feet.</li><br><li>Scent as an imprecise sense with a range of 30 feet or as a precise sense out to 20 feet if you already had scent as an imprecise sense.</li><br><li>Tremorsense as an imprecise sense out to 30 feet.</li><br><li>Wavesense as an imprecise sense out to 30 feet.</li></ul>",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Perception":6
         },
         "databaseID":1,
         "timestamp":"1774578266894"
      },
      {
         "id":"36ed7172-c45f-4308-b986-3163eec97ca9",
         "name":"Identify Divine Presence",
         "level":7,
         "action":2,
         "textDescription":"<b>Prerequisites</b> master in Religion<br><br>When you close your eyes and calm your mind, you can sense when something not of this world is nearby. Make a Religion check. You compare your result against the Deception DC or Stealth DC, whichever is higher, of creatures or magic with the celestial, fiend, monitor, or undead traits within a 30-foot emanation. If the creature or item does not have a Deception or Stealth DC, you use a standard DC of the creature or item’s level. You learn which trait the creature or item possesses and that it is present, but you do not know their source or whereabouts. If there are no creatures or items present with the listed traits, but there was a creature or item within the area in the last 24 hours, you detect that there was a presence here but it has moved on. You can use this skill feat as you would detect magic during Exploration Mode. If you are legendary in Religion, you can also learn the creature’s home plane (such as the Void or the Outer Rifts).",
         "traits":"Concentrate, Detection, General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":6
         },
         "databaseID":1,
         "timestamp":"1774578266894"
      },
      {
         "id":"63d82976-70de-4510-8d31-207098cb224e",
         "name":"If Trees Could Talk",
         "textDescription":"<b>Prerequisites</b> trained in Nature<br><br>Through a rudimentary knowledge of primal magic or a connection to nature, you can derive information from the natural world around you. You can cast 1st-rank <i>root reading</i> at will as a primal innate spell. If you’re a master in Nature, if you successfully Seek a creature’s location as part of Casting the Spell you can also Point Out the creature as a free action.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":2
         },
         "databaseID":1,
         "timestamp":"1774578266894",
         "listCustomEffects":[
            {
               "proficiencyName":"Root Reading",
               "effectType":9,
               "bonusType":3
            }
         ]
      },
      {
         "id":"6bb38829-2581-43e4-9628-888261676160",
         "name":"Illusory Infiltrator",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Arcana or Occultism<br><b>Frequency</b> once per hour<br><br>By using minor illusory tricks and subtle incantations, you are able to assist yourself in stealthy pursuits by camouflaging yourself using a veil of magic. For 1 minute, you can use your Arcana or Occultism modifier instead of your Stealth modifier to Hide or Sneak. If you Hide or Sneak in this way, they gain the concentrate and illusion traits. For every round you Hide or Sneak, you take a –1 circumstance penalty as the magic wanes over time.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana||Occultism":4
         },
         "databaseID":1,
         "timestamp":"1774578266894"
      },
      {
         "id":"69da1888-7682-42e9-9c3f-0f9828f3494e",
         "name":"Imaginary Trick",
         "textDescription":"<b>Prerequisites</b> trained in Occultism<br><br>As a purveyor of the obscure and esoteric, you have gleaned a basic talent for illusions. You can cast 1st-rank <i>figment</i> at will as an occult innate spell. If you’re a master in Occultism, the spell is heightened to 3rd rank. If you’re legendary in Occultism, the spell is heightened to 4th rank.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":2
         },
         "databaseID":1,
         "timestamp":"1774578266894",
         "listCustomEffects":[
            {
               "proficiencyName":"Figment",
               "effectType":9,
               "bonusType":2
            }
         ]
      },
      {
         "id":"7394f493-4646-4d75-aecf-a053d3a8eb15",
         "name":"Imitation Infiltration",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Stealth<br><br>If you’re sure a place can be entered, you’re sure it can be entered by you specifically. If you observe a creature disappear or pass through an obstacle, you can spend 1 minute retracing the creature’s steps and making a Stealth check against a standard DC of the creature’s level. If you succeed, you learn how the creature passed through the obstacle or disappeared and can attempt to do so yourself. If the creature had a means of travel that you are not able to reproduce, such as flight or teleportation, you increase the DC of the check to a very hard DC of the creature’s level and can accomplish the infiltration through sheer will and improvisation.<br><br>For example, if a creature flies across a bottomless pit, walks through a solid wall, swims in lava, or uses teleportation, you can use your own knowledge of infiltration to recreate a similar act even though you would not normally be able to do so. This does not allow you to perform tasks that would otherwise be impossible for any creature other than the creature you observed (subject to GM discretion).",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":8
         },
         "databaseID":1,
         "timestamp":"1774578266894"
      },
      {
         "id":"6f1e4cb5-b742-4cf3-a441-b99326d52e69",
         "name":"Impossible Flow",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Acrobatics<br><br>Nothing ever slows your momentum as you move. When you Tumble Through, the presence of an enemy doesn’t make the squares difficult terrain. In addition, when you use Acrobatics to Escape, you can attempt your Acrobatics check twice and take the better result. This is a fortune effect.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":8
         },
         "databaseID":1,
         "timestamp":"1774578266895"
      },
      {
         "id":"11e8c341-df3c-4070-add8-76e2c1acdafb",
         "name":"Improvised Self-Medication",
         "textDescription":"<b>Prerequisites</b> trained in Survival<br><br>You have learned how to treat your own wounds and bleeding without tools. You can use Survival to Treat Wounds and to Administer First Aid instead of Medicine when you target yourself, including higher Survival proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than these activities or for feat prerequisites. In addition, you can use these activities even if you are not wielding or holding healer’s tools but you take a –2 circumstance penalty to your check if you do. If you are a master in Survival, you no longer take a circumstance penalty for not having healer’s tools.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":2
         },
         "databaseID":1,
         "timestamp":"1774578266895"
      },
      {
         "id":"6bdde6c3-3fc1-49d8-9cb4-84f6cce8ec2b",
         "name":"Improvising Healer",
         "textDescription":"<b>Prerequisites</b> trained in Medicine<br><br>You always stuff makeshift healing items into your tool bags and pouches for when you don’t have a healer’s kit handy or when you have run out of supplies. You can attempt to Treat Wounds without healer’s tools.<br><br><b>Special</b> If you have Battle Medicine, you can use Battle Medicine even if you are not wearing or holding healer’s tools.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":2
         },
         "databaseID":1,
         "timestamp":"1774578266895"
      },
      {
         "id":"0fd7561c-d0d9-46a9-8593-a578fa829028",
         "name":"In Wolves Clothing",
         "textDescription":"<b>Prerequisites</b> trained in Underworld Lore<br><br>You know the lingo and mannerisms of those who work in criminal organizations. You can choose to present yourself as a member of a criminal organization and individuals do not generally question it. You can use Underworld Lore to Lie to pretend to be a criminal, as well as with Impersonate to pretend to be a member of a specific criminal organization. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Underworld":2
         },
         "databaseID":1,
         "timestamp":"1774578266895"
      },
      {
         "id":"d4c3b559-5b73-4fb0-ae36-261edcf68493",
         "name":"Infectious Socialite",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Society<br><br>You’re always at your best when in social situations. You gain the ability to cast infectious enthusiasm as an arcane innate cantrip. In addition, you can choose to add the subtle trait to your infectious enthusiasm in a social encounter, allowing you to bypass any social faux pas that would result from Casting the Spell, but allies do not gain any effects when cast in this way.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":4
         },
         "databaseID":1,
         "timestamp":"1774578266895"
      },
      {
         "id":"a5c80e43-e820-44be-9294-46906acb899e",
         "name":"Influence Nature+",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Nature<br><br>With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.<br><br>While you are near the location where you influenced nature successfully, you are considered to have taken the action to prepare to Aid for an action that creatures or the environment would be able to Aid you in (subject to GM discretion). You use Nature for your check to Aid when you call upon nature in this way. After you call upon Aid in this way, you cannot do so again for 10 minutes.",
         "traits":"Downtime, General, Skill, 3P:Team+",
         "src":"Custom",
         "hashMapRequiredProficiences":{
            "Nature":6
         },
         "databaseID":1,
         "timestamp":"1774578266895"
      },
      {
         "id":"13f477f9-b369-4536-8097-e4e190f6ee6f",
         "name":"Interlocked Shields",
         "level":6,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Prerequisites</b> Shield Block or the ability to cast shield.<br><b>Requirements</b> You are adjacent to your partner.<br><br>You interlock your defenses to make yourselves both impenetrable. While employing this teamwork, when one of you Raises a Shield or casts the shield spell, the other gains a +1 circumstance bonus to their AC as long as the shield is raised or the shield spell is active. If both of you have shields raised or the shield spell active, increase the circumstance bonus by 1 while you are benefiting from their circumstance bonuses. In addition, when you or your partner makes a Step, you can use a free action to Step to remain adjacent to your partner.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266896"
      },
      {
         "id":"c39c658d-e43b-462b-9251-90fa7f2073f0",
         "name":"Invigorative Breath",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> a focus pool<br><b>Frequency</b> once per day<br><br>You take a deep breath and feel some of your energy return. You instantly recover 1 Focus Point.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266896"
      },
      {
         "id":"41c86f00-4781-495d-9b7f-1e68756de1ac",
         "name":"Item Arcanum",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Arcana, Trick Magic Item<br><br>As a learned student of the arcane, you understand how to unravel the secrets of magic items of all kinds. When attempting a Nature, Religion or Occultism check to Trick Magic Item, you can instead choose to roll Arcana instead at a –4 circumstance penalty even if the item normally couldn’t be Tricked with Arcana.<br><br><b>Special</b> If you have the Unified Theory skill feat, you no longer take a circumstance penalty to Trick Magic Items from other traditions.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":6
         },
         "databaseID":1,
         "timestamp":"1774578266896"
      },
      {
         "id":"2ff2d4df-27e1-49ca-8246-cc13ba37f2d5",
         "name":"Kaiju Blood",
         "level":16,
         "textDescription":"<b>Prerequisites</b> You survived an encounter with a kaiju where you were reduced to 0 Hit Points<br><br>The awesome power of a kaiju has scrambled you on a subatomic level, and while you remain unchanged for the most part, a trace of its power remains within you. When you become agitated, your blood glows with the power of the kaiju, and you are given unmatched strength.<br><br><b>Unleash Kaiju Strength</b> 2-action <b>Frequency</b> once per day; <b>Effect</b> You allow a fraction of the power of the kaiju to escape you, causing devastating destruction to follow in your wake. You produce the effects of <i>earthquake</i> in a 40-foot emanation surrounding yourself. Your unarmed Strikes deal an additional 2d8 damage of an energy type associated with the kaiju whom you survived, and you gain resistance 10 to that energy type, for 1 minute.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266896"
      },
      {
         "id":"2b1c4b75-2f93-4545-8a4f-85181e6160e0",
         "name":"Knock Sprawling",
         "textDescription":"<b>Prerequisites</b> trained in Athletics<br><br>When you make someone fall, you propel them so that they hit the floor hard. When you roll a critical success to Trip you can choose to push your target 10 feet away instead of dealing 1d6 bludgeoning damage. If the target of your Trip makes contact with a wall or hard object, they take an additional 1d6 bludgeoning damage. This is forced movement.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774578266896"
      },
      {
         "id":"64c608d4-4e46-4c08-a5e1-968bd7ba1154",
         "name":"Know the Quarry",
         "action":-1,
         "textDescription":"<b>Prerequisites</b> trained in Hunting Lore<br><b>Trigger</b> You roll initiative in an encounter with at least one animal or beast.<br><br>You are well accustomed to the habits of the wild, and adjust yourself accordingly. You Recall Knowledge on the triggering animal or beast.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Hunting":2
         },
         "databaseID":1,
         "timestamp":"1774578266896"
      },
      {
         "id":"9d0e321a-0a88-46de-9867-b748310baae9",
         "name":"Language of the Wild",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Nature<br><br>You have learned how to communicate with plants or wildlife, perhaps through spending time among them or through being taught how by a druid.<br><br>You gain either <i>speak with animals</i> or <i>speak with plants</i> as 3rd-rank primal innate spells. You can cast the innate spell you picked once per day.<br><br><b>Special</b> You can select this feat twice, gaining the ability to cast the spell you didn’t select the first time once per day as a 3rd-rank primal innate spell.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":6
         },
         "databaseID":1,
         "timestamp":"1774578266896"
      },
      {
         "id":"9d966fc7-2899-4042-bbc7-2b79400543a4",
         "name":"Last Cry",
         "level":7,
         "action":0,
         "textDescription":"<b>Prerequisites</b> master in Intimidation<br><b>Frequency</b> once per day<br><b>Trigger</b> You would be reduced to 0 Hit Points by a creature but not immediately killed.<br><br>Even when you fall unconscious, your foes remain weary of you. You immediately Demoralize the triggering creature. If your check is successful, you remain at 1 Hit Point and remain standing instead of falling unconscious, and your wounded condition increases by 1.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":6
         },
         "databaseID":1,
         "timestamp":"1774578266897"
      },
      {
         "id":"63ca8998-7beb-4fd8-8077-c4a92c526fb8",
         "name":"Leather Skin",
         "level":15,
         "reqFeats":[
            "11e8c341-df3c-4070-add8-76e2c1acdafb"
         ],
         "textDescription":"<b>Prerequisites</b> legendary in Survival, Improvised Self-Medication<br><br>You’ve roughed it so long and weathered your body against so many harsh conditions, you hardly feel nagging pains more. When you use Survival to Administer First Aid on yourself, you can remove any persistent damage instead of only bleed damage. You must still attempt a Survival check against the DC as normal (usually the DC of the effect that caused the persistent damage). In addition, when you would take persistent damage from an effect, you attempt the flat check to recover from persistent damage before you take damage instead of after.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":8
         },
         "databaseID":1,
         "timestamp":"1774578266897"
      },
      {
         "id":"69bacb85-4d77-4494-a10d-0df87f73dff2",
         "name":"Lessons from the Parables",
         "level":7,
         "action":0,
         "textDescription":"<b>Prerequisites</b> master in a Lore related to a deity.<br><b>Frequency</b> once per day<br><b>Trigger</b> You fail a skill check using the divine skill of the deity whose Lore you are master in.<br><br>Knowledge of the deity’s teachings, practices, and sacred texts allows you to save yourself from occasional peril by uttering a quick prayer in succession. Reroll the triggering check using your deity’s Lore, but you must use the new result, even if it’s worse than your first roll.",
         "traits":"Auditory, Fortune, General, Linguistic, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266897"
      },
      {
         "id":"e36a50b0-34dc-4ad3-a4a8-25a3f1e06c8d",
         "name":"Lie Deterrence",
         "textDescription":"<b>Prerequisites</b> trained in Intimidation<br><br>People think twice before making false statements before you. When someone tries to Lie to you during a conversation, use your Intimidation DC if it is higher than your Perception DC to determine whether they succeed.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":2
         },
         "databaseID":1,
         "timestamp":"1774578266897"
      },
      {
         "id":"9ad651e7-d85c-4e3b-b35f-e4a23c3c67dd",
         "name":"Ligneous Skin",
         "level":6,
         "textDescription":"<b>Prerequisites</b> Your life was saved by a creature or effect empowered by the Plane of Wood<br><br>The line between flesh and flora blurs where the Plane of Wood’s vitality healed your most grievous injuries, and now part of you is plant-like, resembling bark. You gain the wood trait, and the Toughness general feat. You can cast <i>oaken resilience</i> once per day as a primal innate spell, but you can only target yourself.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266897",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"GENERAL_Toughness",
               "reference":"47482d91-247f-4244-8027-3f505e7caa58"
            },
            {
               "proficiencyName":"Oaken Resilience",
               "effectType":9,
               "bonusType":3,
               "bonusAmount":2
            }
         ]
      },
      {
         "id":"2671726e-d2b0-4846-9389-4aee3ca04c0c",
         "name":"Like Fish in Water",
         "textDescription":"<b>Prerequisites</b> trained in a Lore related to a settlement or region<br><b>Requirements</b> You are in the location associated with your related Lore.<br><br>Your knowledge of your surroundings gives you an advantage living in it. You gain a +2 circumstance bonus to saves against severe cold, heat, or weather, and to saves and checks against hazards normal for the required location. You can use the required Lore to Subsist instead of the normal skill. When you become a master in the required Lore, you treat your degree of success on checks to Subsist as one step better.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266897"
      },
      {
         "id":"add7115e-bc0d-491e-87dc-1a0fd5f8d750",
         "name":"Liturgical Performance",
         "textDescription":"<b>Prerequisites</b> trained in Religion<br><br>You know how to sing hymns, perform ritual dances or share divine jokes from your study of faiths. You can roll a Religion check instead of a Performance check when using the Perform action, and your Perform takes a –1 circumstance penalty if the audience opposes your faith and gains a +1 circumstance bonus if the audience favors your faith, as determined by the GM.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":2
         },
         "databaseID":1,
         "timestamp":"1774578266897"
      },
      {
         "id":"1caba55c-7012-40e1-96a8-0234c26a299a",
         "name":"Magic Item Legend",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Arcana<br><br>Your ability to draw out the true power of magic items is unparalleled. During daily preparations you can select up to 2 non-consumable magic items with an Activation that has a set DC. The DC of the effects of these magic items becomes equal to your class DC or spell DC – 2 instead of the normal DC, whichever is higher.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":8
         },
         "databaseID":1,
         "timestamp":"1774578266898"
      },
      {
         "id":"acb057c7-3a07-4756-98eb-cfcb56fa4491",
         "name":"Magical Feedback",
         "level":4,
         "action":-1,
         "reqFeats":[
            "c5d02d92-4491-4a5e-b8c7-b0ae7b662d60"
         ],
         "textDescription":"<b>Prerequisites</b> Counterspell, or the ability to cast dispel magic<br><b>Trigger</b> You successfully counteract a spell using either dispel magic or Counterspell for the second time during an encounter.<br><br>You repurpose some of the magical energy from the spells you dissipated to power up your own. You regain the most recent spell slot you spent to dispel magic or to Counterspell. If you Cast a Spell with this spell slot, your spell gains the bold trait. You lose this spell slot after you stop celebrating your triumph. You gain the Evoke Surge bold activity.<br><br><b>Evoke Surge</b> 2-action (bold) <b>Effect</b> You channel the static magical energies coursing through you into a massively boosted spell. Cast a Spell that deals damage, doesn’t have a duration, and takes at most 2 actions to cast. You gain a status bonus to that spell’s damage equal to twice the spell’s rank.",
         "traits":"Triumph, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266898"
      },
      {
         "id":"7d7fc677-6426-469d-a994-ee054c5c14e8",
         "name":"Magical Notation",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Performance; you can cast spells<br><br>You can transcribe spells as if they are music. You can Craft scrolls of the spells you know in the tradition of the magic you cast as if you have the Magical Crafting skill feat so long as the spell you choose to imbue into the scroll has the auditory or visual trait. When you make these scrolls, you can use Performance to Craft instead of Crafting and you use your Performance to determine what items you can Craft. You still need to provide any material components and costs necessary as usual.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":4
         },
         "databaseID":1,
         "timestamp":"1774578266898"
      },
      {
         "id":"f177b2d5-030a-4b8a-a24a-0b866f02d6fe",
         "name":"Martial Assistance",
         "level":11,
         "textDescription":"<b>Prerequisites</b> expert in martial weapons<br><br>You have learned how to grant help to those that need it through your own training. When you Aid an ally’s attack roll with a weapon and you roll a success, you get a critical success instead and if you get a natural 1 on your check to Aid, you do not treat your degree of success as one worse.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Martial Weapons":4
         },
         "databaseID":1,
         "timestamp":"1774578266898"
      },
      {
         "id":"509f0945-a48c-44ea-ae15-e569153bbdd0",
         "name":"Mask Scent",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>When you have access to powerful scents in the area, you know just how to mask the scent. You can spend 10 minutes applying various combinations of nearby scents to mask up to 5 creatures’ scents for 1 hour. The GM makes a secret Survival check to determine your effectiveness. If your result exceeds the Perception DC of a creature with scent, creatures treat their scent as one step less precise when attempting to detect a creature with a masked scent, or two steps less if it was a critical success. Creatures with a vague sense generally do not automatically detect creatures, but may still detect the odor of what you used to mask a scent. If a creature with scent observes a creature that used Mask Scent, they regain their senses with respect to that creature by acclimating their nose to the new scent.<br><br>In addition, when you Cover Tracks, you are automatically considered to be masking your scent and creatures with scent take a –2 circumstance penalty to their Survival when attempting to Track you while using scent.",
         "traits":"Exploration, General, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266898"
      },
      {
         "id":"5168a838-0116-451d-97fd-313ad91888bd",
         "name":"Masked by the Masses",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Stealth<br><br>You can intermingle with the people of the busy streets well to hide your presence. You ignore difficult terrain from crowds, and treat greater difficult terrain from them as difficult terrain. Additionally, you gain a +1 circumstance bonus to Hide when in a crowd.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":4
         },
         "databaseID":1,
         "timestamp":"1774578266899"
      },
      {
         "id":"c665a85f-4933-406e-abc2-6109da1a38c0",
         "name":"Master Anthropologist",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Society<br><br>You have studied cultures, societies, linguistics and the like long enough that you can draw conclusions from commonalities and differences. Roll a Society check to Recall Knowledge on up to 5 different items, locations, or creatures that would normally require you to use Society to identify. When Recalling Knowledge this way, the DC is decreased by 1 for each item, location, or creature you included in your Recall Knowledge, however, questions you ask must apply to all 5 of the subjects you chose. For example, you might ask if all the creatures have a specific ability or if all the locations are known hangouts of a local crime guild. On a success, the GM answers “yes” if the question is true for all targets, “mostly” if the question is true for at least more than half of the targets, and “no” otherwise. If a feat or effect would grant you additional facts on a successful Recall Knowledge, the additional facts also follow the same requirements for commonalities.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":6
         },
         "databaseID":1,
         "timestamp":"1774578266899"
      },
      {
         "id":"9c55f461-dc8f-47e8-ae1f-9144a07770d0",
         "name":"Mastered Skill",
         "level":19,
         "textDescription":"<b>Prerequisites</b> Intelligence +5<br><br>You develop into a master of one of your skills. You become a master in a skill of your choice that you are an expert in.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredAbilityScores":{
            "3":20
         },
         "databaseID":1,
         "timestamp":"1774578266899"
      },
      {
         "id":"23a3fdf4-fdc2-4277-9ca7-c88f5bdfa3d4",
         "name":"Mature Pet",
         "level":7,
         "reqFeats":[
            "GENERAL_Pet"
         ],
         "textDescription":"<b>Prerequisites</b> Pet<br><br>Your pet has become more advanced than other creatures like it. Choose one of the following familiar abilities for your pet to gain as abilities: accompanist, ambassador, damage avoidance, independent, kinspeech, manual dexterity, partner in crime, skilled, snoop, or speech. If you gain a new pet, you can choose 1 ability for your new pet to gain when you first gain your pet. If you select speech and your pet would normally be incapable of speaking a language, you and the creature can instead communicate in a way that only the two of you understand.<br><br><b>Special</b> If you gain a familiar and would retrain the Pet general feat, you can retrain this feat as part of retraining Pet.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266899"
      },
      {
         "id":"9bc34102-eb81-49fb-a5f0-87eefafb0b9a",
         "name":"May They Abandon You!",
         "action":0,
         "textDescription":"<b>Prerequisites</b> trained in a Lore related to a deity.<br><b>Frequency</b> once per hour<br><b>Trigger</b> A creature within 30 feet that you can observe makes an attack roll using the deity’s favored weapon or a skill check using the divine skill of the deity whose Lore you are trained in.<br><br>You know religious phrases which might withdraw a deity’s blessing upon a person or bring some form of tiny punishment. The creature must attempt a Will save against your Lore DC. Regardless of the result, the target becomes immune to this effect for 1 day.<br><br><b>Critical Success</b> You bolster the target’s faith. They gain a +1 status bonus to the triggering check.<br><b>Success</b> The target is unaffected.<br><b>Failure</b> The creature takes a –1 status penalty to the triggering roll.<br><b>Critical Failure</b> The creature takes a –2 status penalty to the triggering roll.",
         "traits":"Auditory, General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266900"
      },
      {
         "id":"47e9e429-03d1-4e5f-863b-ab1abf863563",
         "name":"Meat Shield",
         "level":10,
         "reqFeats":[
            "GENERAL_Shield Block"
         ],
         "textDescription":"<b>Prerequisites</b> expert in Athletics, Shield Block<br><br>You are able to use the bodies of others to defend yourself from harm. You gain standard cover as long as you have a creature grabbed, using the grabbed creatures space for the purposes of determining cover. You can use Shield Block with the creature while you have them grabbed if your cover would apply to the effect that dealt the triggering damage. When you Shield Block with the creature, its Hardness is half its level and it takes damage equal to your level or the same damage you would take from the effect that triggered your Shield Block, whichever is less. After you use a grabbed creature to Shield Block, they can immediately attempt to Escape and they cannot be used to Shield Block again for 10 minutes.",
         "traits":"Barbarian, Champion, Fighter, Inventor, Magus, Monk, Swashbuckler, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":4
         },
         "databaseID":1,
         "timestamp":"1774578266900"
      },
      {
         "id":"3d4902e4-22d6-4f45-8846-ca1b2d93603c",
         "name":"Medicinal Countercurser",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Medicine<br><br>You know enough about the symptoms of various curses to be able to differentiate them and know what might be ahead. You can Recall Knowledge on afflictions with the curse trait using Medicine. In addition, once per day you can attempt to counteract one curse afflicting the target by spending 10 minutes employing various medicinal remedies and you use your modifier in Medicine for your counteract. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn't remove the curse from the item.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":6
         },
         "databaseID":1,
         "timestamp":"1774578266900"
      },
      {
         "id":"6c64e7be-f8e5-4aa0-821f-a6cd8c03d0bc",
         "name":"Meditatory Defenses",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>You have learned to use meditation to prevent your mind from succumbing to mental effects. During your daily preparations, you can meditate to steel your mind against the mental burdens of the day and your GM makes a secret Survival check on your behalf. Once per day, when you attempt a save against mental effect, you can choose to use the result of your secret Survival check for your save against the effect instead of the normal defense. Alternatively, if you use the normal defense, you receive a +2 circumstance bonus to your check instead.",
         "traits":"General, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266900"
      },
      {
         "id":"e5dbf617-eceb-48af-9425-3886b9a046c4",
         "name":"Menacing Approach",
         "action":2,
         "textDescription":"<b>Prerequisites</b> trained in Intimidation<br><br>Your posture and movement provoke fear in your enemy. You Demoralize a creature and then immediately Stride towards them. If your Demoralize was successful, your movement does not provoke reactions from the creature you successfully Demoralized. If you are legendary in Intimidation you can use Menacing Approach as a single action with the flourish trait.",
         "traits":"Barbarian, Champion, Fighter, Gunslinger, Ranger, Rogue, Swashbuckler, Thaumaturge, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266900"
      },
      {
         "id":"fcaf4d3a-ef81-4db5-ba33-cacdc4c5b025",
         "name":"Mid-Air Tackle",
         "level":2,
         "action":2,
         "textDescription":"<b>Prerequisites</b> expert in Athletics<br><br>You launch yourself into the air, wrapping your arms around a flying creature. If you use the 2-action activity, you Leap and Grapple an airborne target. If you use the 3-action activity, you can use High Jump or Long Jump and Grapple an airborne target. Your Grapple gains the following additional effects on success and critical success, depending on the size of the target of your Grapple. If the target is still airborne after a successful Grapple, they add your Bulk value to their capacity to determine whether they are encumbered and if you exceed their maximum Bulk capacity, you both fall and take fall damage. If the target of your Grapple is a willing creature, you treat your degree of success as one better. If you are Flying, you can use Fly instead of High Jump or Long Jump when you use Mid-Air Tackle.<br><br><b>Bring Down</b> (Your size or smaller) The target descends quickly. You and the target both fall 15 feet or 30 feet if your Grapple was a critical success and you remain adjacent to the target as long as they are grabbed. If the target hits the ground, you both take fall damage and fall prone.<br><b>Hold On</b> (Your size or larger) You grip to the side of the target and stay in the sky with it. The target does not gain the grabbed or restrained conditions and can continue moving as normal, and you move with it as if you were mounted on the creature. You must attempt to Grapple it each turn to maintain this effect. If the creature successfully Escapes your Grapple, you dismount immediately to a space adjacent to it.<br><br><b>Special</b> If you have the Titan Wrestler skill feat, you can choose to treat your size as one larger when determining the effect of your Mid-Air Tackle, or as two larger if you are legendary in Athletics.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":4
         },
         "databaseID":1,
         "timestamp":"1774578266900"
      },
      {
         "id":"5e300831-95e5-40d9-ad10-eb2e988e77c4",
         "name":"Mirror Meeting",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Occultism<br><br>By writing on foggy glass or inscribing a person's name in blood upon a mirror, you form a connection between two reflective surfaces to use for communicative purposes. By spending 10 minutes you infuse a single mirror or similar solid reflective surface of up to 5 bulk as a mirror you can use to communicate with later. If you perform this exploration activity again on another mirror meeting the same requirements, you successfully forge a connection between the two surfaces. You can only have two mirrors connected like this at a time, and when you forge a new connection, you choose which of the two previous mirrors to become inert. You gain the Mirror Mirror activity.<br><br><b>Mirror Mirror</b> 3-action (concentrate, manipulate, occult, scrying) <b>Frequency</b> once per day; <b>Requirements</b> You have forged a connection between two mirrors and are in physical contact with one of them; <b>Effect</b> You activate the forged connection between two mirrors. For 5 minutes, the two mirrors become like a window. You can communicate through auditory or visual means with anyone on the other side of the mirror and can see through the mirror but you cannot otherwise affect the person or environment on the other side of the mirror in any way, unless you would be able to target that person or location without line of effect or line of sight. You can Dismiss this effect.",
         "traits":"Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":6
         },
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"7d258db2-4463-4197-b26d-c48019c6230b",
         "name":"Monastic Practices",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Religion, a focus pool<br><br>You have studied in temples and monasteries in lieu of churches and shrines. This has given you a different perspective to faith than some, where repeated obediences like scribing or sacred exercises are more important than preaching or holding mass. When you perform an activity that takes at least 10 minutes, you can make a Religion check against a standard DC of your level to find perspective on your fate. If you are successful, you regain a Focus Point. You gain this Focus Point in addition to any focus points you would normally gain as part of performing the activity. You cannot use the Monastic Practices with the Refocus activity.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"e6b21d46-a2a1-41da-8991-379427634bb2",
         "name":"Monochrome Mystique",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Stealth<br><br>You know how to best use colors and shadows to decorate yourself in such a way that makes you stick out like a sore thumb–except in the dark, where the shadows fail to give outlines and the colors meld together into an amorphous sea of gray. You can spend 1 minute to rearrange your clothing in such a way you still become concealed in dim light or darkness to creatures who have darkvision (but not greater darkvision), but doing so makes you more easily found in bright light giving creatures a +2 circumstance bonus to their Perception DCs against your Stealth checks. You can take this activity again to return your clothes to their normal status, losing the benefits but also the drawback.<br><br>Kayals and similar creatures whose darkvision allows them to see in full color even in the dark treat you as if you were within light even in darkness and dim light.",
         "traits":"Exploration, General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":6
         },
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"d504ddeb-2cb3-490b-b29a-adbc72af8e21",
         "name":"Monster Zoology",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Crafting, Arcana, Nature, Occultism, Religion or a creature Lore skill<br><br>You’ve researched and studied monsters and various creatures that interest you or relate to your fields of expertise, gleaning even more info when you analyze them. When you attempt a Recall Knowledge check to Identify a Creature, you can ask an additional question if you are at least expert in the skill you used for your check. If you are a master in the appropriate skill, when you roll a critical failure, you get a failure instead.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting||Arcana||Nature||Occultism||Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"c2118a5b-6ff5-45ca-94c7-2544f07d571c",
         "name":"Monumental Shove",
         "level":15,
         "action":2,
         "textDescription":"<b>Prerequisites</b> legendary in Athletics<br><br>When you knock someone around, you really throw them. Shove a target within your reach. If your Shove is successful, the creature moves an additional number of feet equal to the result of your check divided by 2 and rounded up to the nearest 5-foot increment. If your Shove is a critical success and the target collides with an object, the target takes bludgeoning damage equal to the distance of your Shove.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":8
         },
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"ba9bd66c-c01f-454b-8c40-186c9bcf63f0",
         "name":"Moonscarred",
         "level":4,
         "textDescription":"<b>Prerequisites</b> You were cured of the curse of the were-creatures<br><br>Though you were spared of the existence of a were-creature, something primal still runs wild in you when the moon rises. When the sun sets and until the sun rises, you gain an imprecise sense of smell with a range of 30 feet, temporary Hit Points equal to your level, and you can ask questions of, receive answers from, and use the Diplomacy skill with animals associated with your cured curse (such as canines if you were a werewolf). In most cases, wild animals will give you time to make your case.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"cf86d535-58fa-4294-b60c-f575d613d48e",
         "name":"Mountain Carrier",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Athletics; Hefty Hauler<br><br>You can carry utterly impossible weight. Increase your maximum and encumbered Bulk limits by 4 instead of the 2 from Hefty Hauler. In addition, you do not become clumsy 1 from being encumbered and you reduce the penalty to all your Speeds by 5. If you are legendary in Athletics, you increase your maximum and encumbered Bulk limits by 6 instead of 4 and you do not take any penalties to your Speeds from being encumbered.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":6
         },
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"6e957ae0-e59f-431f-b8f8-ffb37f01f12d",
         "name":"Multitasking Tamer",
         "action":1,
         "textDescription":"<b>Prerequisites</b> expert in Nature<br><b>Requirements</b> On your previous turn you successfully used Command an Animal on an animal you do not control.<br><br>Even while taming wild beasts and directing them in combat, you do not allow yourself to let your guard down or get distracted, continuing to act even while performing such commands. You Command an Animal and you automatically succeed at your check to Command an Animal.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":4
         },
         "databaseID":1,
         "timestamp":"1774578266901"
      },
      {
         "id":"a12570d9-3da7-4dd5-83ed-dfc886be2f53",
         "name":"Murmured Prayer",
         "textDescription":"<b>Prerequisites</b> trained in Religion<br><br>A prayer under your breath to the appropriate god can guide you in times of trouble. You can cast <i>guidance</i> as a divine innate cantrip. Once per day, you can utter a prayer to a particularly relevant deity as part of casting <i>guidance</i> (such as Cayden Cailean before a Fortitude save to drink alcohol), and the bonus increases to a +2. You do not need to follow the deity to ask for their <i>guidance</i>, but if the deity’s goals do not align with your own, they may refuse to aid you (such as Asmodeus denying a revolutionary aid in reading legal papers). If you are legendary in Religion, you can utter a prayer with your <i>guidance</i> once per hour instead of once per day.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":2
         },
         "databaseID":1,
         "timestamp":"1774578266902",
         "listCustomEffects":[
            {
               "proficiencyName":"Guidance",
               "effectType":9,
               "bonusType":1
            }
         ]
      },
      {
         "id":"2255a771-a201-4de5-bfef-2ac720177ac8",
         "name":"Mystic Metacarpus",
         "textDescription":"<b>Prerequisites</b> trained in Arcana<br><br>Many beginner arcanists and wizards learn a few basic cantrips when embarking on their journey to learn arcane magic, and conjuring a magical hand is but one of many. You can cast 1st-rank <i>telekinetic hand</i> at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank. If you’re legendary in Arcana, the spell is heightened to 5th rank.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":2
         },
         "databaseID":1,
         "timestamp":"1774578266902",
         "listCustomEffects":[
            {
               "proficiencyName":"Telekinetic Hand",
               "effectType":9
            }
         ]
      },
      {
         "id":"d47e319a-53d9-4db0-8a4e-dc021eb76452",
         "name":"Necromancer's Knowledge",
         "textDescription":"<b>Prerequisites</b> trained in Arcana<br><br>Despite undead creatures and the Void being the purview of the divine rather than arcane, your knowledge of such forces goes beyond mere tradition in the pursuit of, or against, the machinations of the undead. You learn Necril or another language if you already know Necril. When you attempt to Recall Knowledge against undead, you can roll Arcana instead of Religion. If you are a master in Arcana, you gain a +1 circumstance bonus to Recall Knowledge checks against undead.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":2
         },
         "databaseID":1,
         "timestamp":"1774578266902"
      },
      {
         "id":"cc1013d9-4c0d-40f2-a0d4-3843899ea171",
         "name":"No Cause for Alarm+",
         "action":2,
         "textDescription":"<b>Prerequisites</b> trained in Diplomacy<br><br>You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. If you are a master in Diplomacy, the emanation increases to a 15-foot emanation, and if you are legendary in Diplomacy, increase the emanation to a 20-foot emanation. Each of them is temporarily immune for 1 hour.<br><br><b>Critical Success</b> Reduce the creature's frightened value by 2.<br><b>Success</b> Reduce the creature's frightened value by 1.",
         "traits":"Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":2
         },
         "databaseID":1,
         "timestamp":"1774578266902"
      },
      {
         "id":"d6d6cb0b-be32-46d4-af82-26dfc214153f",
         "name":"No Stone Un-Turned",
         "level":15,
         "textDescription":"<b>Prerequisites</b> master in Perception<br><b>Frequency</b> once per hour<br><br>When you search, you are keen on details that others might overlook the first time you step into a room. The first time you attempt to Search an area for the day, you can choose roll twice and use the better result between the two. In addition, your eye for peculiarity is constantly at work with or without your focus, so that your Search loses the concentrate trait.",
         "traits":"Fortune, General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Perception":6
         },
         "databaseID":1,
         "timestamp":"1774578266902"
      },
      {
         "id":"b2cb37ba-2bf7-495e-b27b-c4f3e6dd72e7",
         "name":"Off-Handed Insult",
         "level":7,
         "action":0,
         "reqFeats":[
            "GENERAL_Bon Mot"
         ],
         "textDescription":"<b>Prerequisites</b> master in Diplomacy, Bon Mot<br><b>Trigger</b> A creature affected by your Bon Mot attempts a skill action to end the effect.<br><br>When someone attempts a retort, your snide remarks can often impede their actions. The triggering check takes a –2 status penalty as you insult them in sequence.",
         "traits":"Fortune, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":6
         },
         "databaseID":1,
         "timestamp":"1774578266902"
      },
      {
         "id":"6cb30713-e067-4af5-bf62-49bd52c9c249",
         "name":"On Borrowed Time",
         "action":0,
         "reqFeats":[
            "GENERAL_Diehard"
         ],
         "textDescription":"<b>Prerequisites</b> Die Hard<br><b>Frequency</b> once per day<br><b>Trigger</b> You would gain the dying condition but not die outright during an encounter.<br><br>You feel the grasp of death closing in on you, but you have a task you must still yet do. You do not gain the dying condition and remain at 1 Hit Point by giving yourself a task that you could reasonably complete within 1 minute, but the task must be non-trivial and include at least one attack roll or skill check (subject to GM discretion). You gain 60 temporary Hit Points that last for 1 minute.<br><br>If you complete the task you gave yourself before the minute is up or before you lose all of the temporary Hit Points you received from this action, you restore a number of Hit Points equal to half the remaining temporary Hit Points from this effect.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266902"
      },
      {
         "id":"2ef9d544-a3df-4de7-9f9a-52f6fd79723d",
         "name":"Opening Accompaniment",
         "level":2,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> expert in Performance<br><b>Trigger</b> You would roll initiative in an encounter.<br><br>You perform to bolster your allies motivation. Choose one ally within 30 feet and make a Performance check against a standard DC of their level. Regardless of the outcome of your roll, the ally becomes immune to this action for 1 day.<br><br><b>Critical Success</b> Your ally gains a +2 status bonus to their initiative. If they tie with an enemy, they always go first.<br><b>Success</b> As critical success, but the status bonus is +1.<br><b>Critical Failure</b> You fumble your own start. You take a –4 penalty to your initiative.",
         "traits":"Auditory, General, Linguistic, Mental, Skill, Visual, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":4
         },
         "databaseID":1,
         "timestamp":"1774578266903"
      },
      {
         "id":"d31b6dcf-5edb-495b-b3d5-e002dd86f13d",
         "name":"Organization Infiltrator",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Deception<br><br>You spend a day of downtime carefully observing activities, practicing mannerisms, and collecting equipment of an organization, faction, or specific group of people (such as the aristocrats of a particular country) so you can better pretend you are one of them. You gain a +2 circumstance bonus to Impersonate a member from this group.<br><br>In addition, when you are using Impersonate as a member of this group and your allies Follow the Expert, you and those allies can choose to roll a single Deception check, using the lowest modifier, instead of rolling separately, applying your circumstance bonus to Impersonate to the check. This doesn’t apply for initiative rolls.<br><br>This bonus can only apply to a single group at a time, though you can spend a day of downtime observing a new group, losing your previous bonus to Impersonate to the previous group and gaining it for the new group.",
         "traits":"Downtime, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":4
         },
         "databaseID":1,
         "timestamp":"1774578266903"
      },
      {
         "id":"52cc4765-d591-41a3-9d55-1c5d8436a9eb",
         "name":"Pacifying Proposal",
         "action":-1,
         "textDescription":"<b>Prerequisites</b> trained in Diplomacy<br><b>Trigger</b> An ally creature attempts to Coerce a creature you can see and hear.<br><br>You juxtapose yourself as the nice one among your allies. Make a Diplomacy check against the DC of the triggering activity. On success, the triggering Coerce activity does not cause the creature’s attitude to change, though they still might retaliate or report you to the authorities. On a critical success, they will not retaliate, and they see the proposal as mutually beneficial, believing the triggering ally means well despite their lack of tact. Regardless of your outcome, the target of the Coerce activity becomes immune to your Pacifying Proposal for 1 week.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":2
         },
         "databaseID":1,
         "timestamp":"1774578266903"
      },
      {
         "id":"183aa2f5-f7ce-4b3e-b0a7-aa3393f62a37",
         "name":"Pantomime Need",
         "level":2,
         "action":2,
         "textDescription":"<b>Prerequisites</b> expert in Performance<br><br>While you cannot convey what you wish verbally when you do not share a language with the creature you are communicating with, you know how to use gestures, movements, and a good dash of physical comedy to communicate what you want. You can make a Request using your Performance instead of Diplomacy by pantomiming and your Request loses its auditory and linguistic traits and gains the visual trait. When you make a Request in this way, you receive a –2 circumstance penalty to your Request. If you are a master in Performance, you no longer take this circumstance penalty to your Request, and if you are legendary in Performance you can use Pantomime Need as a single action instead of a 2-action activity.",
         "traits":"General, Mental, Skill, Visual, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":4
         },
         "databaseID":1,
         "timestamp":"1774578266903"
      },
      {
         "id":"db37bc5f-6753-44b4-9a0b-79207bd70894",
         "name":"Parley with Celestials",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Religion<br><br>You have learned how to present yourself in an appropriate manner when dealing with all manners of celestial, making you feel far more trustworthy. Unless you are intentionally presenting yourself differently, celestials will assume you are holy or serve benevolent deities. Celestials have a –2 circumstance penalty on their Perception DC against you, and celestials your level or lower do not detect unholy sanctification, even with magic, unless they also succeed at a Perception check against your Religion DC.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266903"
      },
      {
         "id":"af3d176c-42eb-462f-b684-e1400e5ead0c",
         "name":"Peace with Death",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Religion<br><br>You have studied faith long enough to be prepared for what waits after death, and you are not frightened by the afterlife. You spend 10 minutes uttering prayers or other conformations of faith and then attempt a Religion check against a standard DC of your level. Regardless of the result, you are temporarily immune to Peace with Death for 1 hour.<br><br><b>Critical Success</b> The first time you gain the dying condition within the next hour, you reduce the DC of your Recovery Checks by 5 for as long as you have the dying condition. In addition, if you regain Hit Points while you have this dying condition, you increase the number of Hit Points gained by your level.<br><b>Success</b> As critical success, except the number of additional Hit Points you regain is equal to half your level.",
         "traits":"Auditory, Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266904"
      },
      {
         "id":"0d7f9d5d-b9c6-4a50-9c1c-e9479912eb47",
         "name":"Pendulum Tactics",
         "level":6,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Requirements</b> You or your partner has the chosen creature within your melee reach.<br><br>You and your allies have developed a unique variation of hit-and-run tactics. When you employ this teamwork, choose a single creature within yours or your partner’s reach. Whenever you or your partner successfully Strike a foe with a melee attack that both of you have within your melee reach, the other may Step as a free action.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266904"
      },
      {
         "id":"e4ea62fc-bfad-4cdf-b1b1-a0e78fbf72b8",
         "name":"Persistent Spell",
         "level":14,
         "action":1,
         "textDescription":"<b>Frequency</b> once per hour<br><br>You leave a lingering, festering, residue of magic on your foes after you inflict damage upon them. If your next action is to Cast a Spell that targets a single creature and deals damage, that creature takes additional persistent damage equal to twice the spell’s rank, matching the damage type of the spell if they fail their saving throw, or your attack roll is a success. If they critically fail their save or you critically succeed on the attack roll, the persistent damage is doubled. If a spell would deal more than one type of damage, you must choose one of the damage types for this persistent damage.",
         "traits":"Bard, Cleric, Concentrate, Druid, Oracle, Psychic, Sorcerer, Spellshape, Summoner, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266904"
      },
      {
         "id":"ccc8ac0f-3dcb-4589-8e3d-ee609ba7f555",
         "name":"Phantasm’s Phase-Through",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Stealth<br><br>You move like a ghost, nary a thought to creatures in your way as you slip your way through them. You Sneak. You can move through the enemy's spaces you are hidden, undetected, or unnoticed towards during this movement, treating the squares in the enemy’s space as difficult terrain (every 5 feet costs 10 feet of movement).",
         "traits":"General, Magical, Move, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":6
         },
         "databaseID":1,
         "timestamp":"1774578266904"
      },
      {
         "id":"a1007157-b238-425a-a5b8-885c1b36a3ec",
         "name":"Pick on Someone Your Own Size",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Intimidation, trained in Athletics<br><br>When you strike fear in your enemies, they cower and feel smaller in stature. For the purposes of determining whether you can take an action against a creature given its size, a creature you successfully Demoralize is considered one size smaller than it actually is so long as it remains frightened from your Demoralize action. You gain a +1 circumstance bonus to Grapple, Reposition, Shove, or Trip against creatures frightened by your Demoralize if they are larger than you.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":4,
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774578266904"
      },
      {
         "id":"1d989693-ed73-4031-9036-50e100f86e62",
         "name":"Pinpoint Out",
         "level":3,
         "action":-1,
         "textDescription":"<b>Trigger</b> You detect a creature using Seek.<br><br>You have learned how to communicate with indiscriminate detail to allies. You immediately Point Out the creature and your allies gain a +2 circumstance to their Perception check if they are unable to see or understand you.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266904"
      },
      {
         "id":"20e39f8b-08b9-42a5-b77d-dd893fa8abd9",
         "name":"Planar Pedagogy",
         "textDescription":"<b>Prerequisites</b> expert in Arcana<br><br>The study of the planes is not an uncommon one across wizard schools on Golarion or other esteemed places of learning. Understanding their influence on the Universe and the ways they connect can serve as important knowledge while adventuring. By spending 1d4 hours studying the planes and attempting an Arcana check against a standard DC of your level, you become trained in a Lore skill for a specific plane for 1 day. You can change which planar lore you are trained in by spending another 1d4 hours studying to switch it. You can only be trained in one Lore skill from this feat at a time and you must have suitable access to research materials to use this activity. If you are a master in Arcana, you instead gain expert proficiency in this Lore, and if you are legendary in Arcana, you instead gain master proficiency in this Lore.",
         "traits":"Downtime, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":4
         },
         "databaseID":1,
         "timestamp":"1774578266904"
      },
      {
         "id":"1f24f81c-e537-4b43-a2c1-85c994c96249",
         "name":"Plaster Physician",
         "level":2,
         "reqFeats":[
            "GENERAL_Natural Medicine"
         ],
         "textDescription":"<b>Prerequisites</b> expert in Nature, Natural Medicine<br><br>Having practiced using natural remedies &amp; materials for medicinal purposes, you have obtained a supernatural ability to harness some of nature’s magic to meet your needs. You can cast 1st-rank <i>healing plaster</i> at will as a primal innate spell and can use Natural Medicine with the tools you created. If you’re a master in Nature, the spell is heightened to 3rd rank and you gain the item bonus to your Nature checks to Treat Wounds. If you’re legendary in Nature, casting healing plaster counts as having access to fresh ingredients for the purposes of triggering Natural Medicine’s circumstance bonus.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":4
         },
         "databaseID":1,
         "timestamp":"1774578266905",
         "listCustomEffects":[
            {
               "proficiencyName":"Healing Plaster",
               "effectType":9,
               "bonusType":3
            }
         ]
      },
      {
         "id":"528b608d-f510-46db-9e4f-cde562630081",
         "name":"Prepare the Plans",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Thievery<br><br>In preparation for a grand job, you arrange meetings with local thieves and fences, gather information, and take smaller requests in the vicinity of your target. You spend a week of downtime preparing. The GM rolls a secret Thievery check for you, usually against a standard DC of the settlement’s level or a DC relevant to the target location or organization (for example, the average guard’s perception DC, or a standard DC for the level of the head of the organization), but the GM may adjust the DC for particularly harsh circumstances.<br><br><b>Critical Success</b> If during the next month, you attempt an Infiltration against the target location or organization, you call upon your contacts and bring out your resources. The GM immediately offers you two infiltration preparation activities to do.<br><b>Success</b> As critical success, but the GM only offers one such activity.<br><b>Critical Failure</b> The target has been tipped off! You begin the infiltration with 1 Awareness Point.",
         "traits":"Uncommon, Concentrate, Downtime, General, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":4
         },
         "databaseID":1,
         "timestamp":"1774578266905"
      },
      {
         "id":"7968ab7e-0d0f-4b28-9af6-90c02cc84d24",
         "name":"Prepared for Collapse",
         "textDescription":"<b>Prerequisites</b> trained in Mining Lore<br><br>You have seen enough collapses to know how to avoid them and are light on your feet when an impending fall would occur. You gain a +1 status bonus against Reflex saves that would result from collapsing structures. In addition, you can use Grab an Edge as a free action instead of a reaction when you fall from a cliff or structure.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Mining":2
         },
         "databaseID":1,
         "timestamp":"1774578266905"
      },
      {
         "id":"d60a36c3-f30b-441f-8356-6339c587d2f8",
         "name":"Primal Intonation",
         "level":7,
         "action":3,
         "textDescription":"<b>Prerequisites</b> master in Nature<br><b>Frequency</b> once per day<br><br>Your voice booms and resounds with the rhythm of nature, inspiring awe and commanding respect in the beasts you encounter. Attempt a Nature check against a standard DC of your level. If you are not in an area with animals present, you automatically fail this check (subject to GM discretion).<br><br><b>Critical Success</b> You call forth one creature with the animal trait that is at least 6 levels lower than you (minimum –1). This creature is helpful to you and your allies and remains in the area for at least 1 minute before leaving.<br><b>Success</b> As critical success, but the creature is friendly to you and your allies.<br><b>Critical Failure</b> A creature of the wild answers your call… and it is not happy! An animal appears of a level appropriate for the area and is hostile to you and your allies. The creature may attack you, inhibit your journey, or take other actions against you as long as you remain in the area. If an animal is lower level than you or your allies, it will flee if threatened.",
         "traits":"Auditory, Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":6
         },
         "databaseID":1,
         "timestamp":"1774578266905"
      },
      {
         "id":"8a9fa72d-0eb8-4e14-acbc-b95e74257813",
         "name":"Primary Threat",
         "level":2,
         "action":-1,
         "textDescription":"<b>Requirements</b> Your turn begins and it is the first round of combat with at least one enemy creature.<br><br>When a fight begins, you make it clear you should be the one people are concerned about. You Delay while presenting an imposing afront to your enemies. Enemy creatures that go after you used Delay take a –1 circumstance penalty to attack rolls against your allies until the beginning of your next turn. Creatures can remove this penalty by spending a single action with the concentrate trait to do their own threat evaluation.",
         "traits":"Barbarian, Champion, Fighter, Gunslinger, Monk, Ranger, Swashbuckler, Thaumaturge, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266905"
      },
      {
         "id":"f62a2f0d-4981-4976-8f68-23e3edf9832d",
         "name":"Professional Tour Guide",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in a Lore related to a settlement or region<br><b>Requirements</b> You are in the location associated with your related Lore.<br><br>You can make a living regaling tourists with various facts and stories, with the occasional embellishment. You can always find at least one task equal to your level within the required location when you attempt to Earn Income. If you use the related Lore to Earn Income, you treat the task level as one higher for the purposes of currency earned, two higher if you are a master, or four higher if you are legendary.<br><br>In addition, when you successfully Earn Income with the related Lore, you grant any creatures you interacted with during the activity a +1 circumstance bonus to saves against severe cold, heat, or weather, and to saves and checks against hazards normal for the required location for 1 day.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266905"
      },
      {
         "id":"19e1dafa-df4e-4594-8af1-6bede2c29a27",
         "name":"Profitable Business Venture",
         "textDescription":"<b>Prerequisites</b> trained in Mercantile Lore<br><br>You know how to make more money than most when running a business. You can always find at least one task equal or greater than the settlement's level as long as you have been in that settlement for at least 1 day. If you use Mercantile Lore to Earn Income, you treat the task level as one higher for the purposes of currency earned, two higher if you are a master, or four higher if you are legendary.<br><br>In addition, when you successfully Earn Income with Mercantile Lore, you get the effects of a successful Make an Impression on any creatures you bartered with during the activity if it was your first time interacting with them with the same degree of success as your check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Mercantile":2
         },
         "databaseID":1,
         "timestamp":"1774578266905"
      },
      {
         "id":"4725a900-ca1d-460e-9e7e-925786691d6f",
         "name":"Protector of the Wilds",
         "textDescription":"<b>Prerequisites</b> trained in Nature<br><br>As a defender of the wild and preserver of ecosystems, you have learned to fight nature sans lethality. When making a nonlethal Strike while using a weapon that lacks the nonlethal trait against a creature with the animal, beast, plant, or fungus traits, you do not take the –2 circumstance penalty to the attack roll.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":2
         },
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"cbcb2adb-8625-4eed-8e93-d968169c7f27",
         "name":"Quick Cuisine",
         "textDescription":"<b>Prerequisites</b> trained in Cooking Lore<br><br>Adventurers can’t fight on an empty stomach! You invigorate a companion by whipping up a quick meal for them during your journeys. You spend 10 minutes setting up a basic cooking setup to prepare your meal and choose one ally to feed and attempt a Cooking Lore check against a standard DC of the ally’s level. The effects of this Quick Cuisine lasts for 1 hour. If you are a master in Cooking Lore, you can prepare a meal for two allies in the same 10 minutes, and if you are legendary in Cooking Lore you can prepare a meal for four allies in the same 10 minutes. You must use the highest level among your allies for determining the standard DC of Quick Cuisine. After a creature eats the food made from your Quick Cuisine, they are immune to its effects until your next daily preparations.<br><br><b>Critical Success</b> The dish is flavorful and filling! The ally who eats the meal receives a +1 circumstance bonus to their next Fortitude save or a +2 circumstance bonus if the effect would give them the sickened condition. The target gains a number of temporary Hit Points equal to half your level plus your Intelligence modifier.<br><b>Success</b> As critical success, but the creature does not gain temporary Hit Points.<br><b>Failure</b> The dish is perfectly average and lacking in outstanding flavor. The creature gains the effects normal for consuming food.<br><b>Critical Failure</b> The dish is absolutely rancid and gives your ally a stomachache! The ally who eats the meal receives a –2 circumstance bonus to their next Fortitude save until your next daily preparations.<br><br><b>Special</b> If you have the Seasoned feat, you benefit from the circumstance bonus to perform the Quick Cuisine action in addition to its regular effects.",
         "traits":"Exploration, General, Manipulate, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Cooking":2
         },
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"f334d7c6-0d21-4e39-a693-b47558c82a1b",
         "name":"Quick Learner",
         "textDescription":"You pick up new skills or abilities quickly. When you Retrain something that would normally require a week to Retrain, you can expedite your learning process to do so in 1 day. The cost and requirements (such as access to a trainer or spellbook with the spell) of the activity remain the same. When you Retrain in this way, you cannot do so again for 1 week, though you can still spend the normal amount of time to Retrain during this time.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"33cb3acd-0900-4c1e-a0c9-93655d9be028",
         "name":"Quick Stabilization",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Medicine<br><br>The faster you bring a dying creature out of danger, the better. When you Administer First Aid to stabilize a creature, you require only a single action to Administer First Aid.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":4
         },
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"68036c4d-a2cd-4ee7-a3b3-1a721a4dee34",
         "name":"Quick Stored Item",
         "level":3,
         "textDescription":"Your familiarity with stored items allows you to sort through your bag and find the right item you need in a moment of tension. You can spend 1 minute preparing a specific item stored on your person that takes a single action or less to Activate for quick access. You can Interact to draw that item and Activate it as a single action that has the flourish trait. You can only designate one item at a time to be stored in this way at a time.",
         "traits":"General, Manipulate, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"aee123df-1b4d-45cb-a5dc-34f10948d548",
         "name":"Rapid Rallying",
         "level":7,
         "reqFeats":[
            "GENERAL_No Cause for Alarm"
         ],
         "textDescription":"<b>Prerequisites</b> master in Diplomacy, No Cause For Alarm<br><br>You have worked with your party to come up with a faster way to settle their nerves by adding a gesture–a snap, a clap, or thump to the chest–to get their attention and rally their courage. You can use No Cause For Alarm as a single action by giving it your choice of the manipulate or visual traits, expanding the emanation to a 20-foot emanation. If you are legendary in Diplomacy, the emanation increases to a 30-foot emanation.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":6
         },
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"e31386e6-ea6b-46be-9476-041c6f300a24",
         "name":"Re-Rig",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Thievery<br><br>You can reactivate a disabled device with a few favorable adjustments. You can use Disable a Device on a disabled device or trap. If you do, replace the usual results with the following.<br><br><b>Success</b> The device or trap is reset, and you can change its reaction’s trigger to exclude you and your allies or to activate in a set time. Your GM might allow you to change the trigger in other ways as well.<br><b>Failure</b> The device or trap fails to reset.<br><b>Critical Failure</b> The device or trap is reset, and is immediately triggered.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":4
         },
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"731edc82-a736-4665-b25f-369d6f48f0da",
         "name":"Readied Striker",
         "level":8,
         "textDescription":"You are more vigilant with preparation, allowing you to move more rapidly. When you Ready to make a Strike, you can do so as a single action instead of a 2-action activity.",
         "traits":"Champion, Fighter, Gunslinger, Inventor, Investigator, Ranger, Rogue, Swashbuckler, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266906"
      },
      {
         "id":"614af609-8144-4dac-ae45-2f83de40dded",
         "name":"Recall Lessons",
         "action":0,
         "textDescription":"<b>Prerequisites</b> trained in Academia Lore<br><b>Trigger</b> An ally within 30 feet of you attempts to Recall Knowledge while not in an encounter.<br><br>You remind your ally of some crucial detail regarding the topic. Make an Academia Lore check to Aid the triggering action as if you had spent a preparatory action to Aid. If they roll a critical failure, they get a failure instead.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Academia":2
         },
         "databaseID":1,
         "timestamp":"1774578266907"
      },
      {
         "id":"17373237-bb28-4439-8702-108d4c45d8f7",
         "name":"Recognize Liar",
         "level":2,
         "reqFeats":[
            "GENERAL_Lie to Me"
         ],
         "textDescription":"<b>Prerequisites</b> expert in Deception, Lie to Me<br><br>You know what liars do because you are one. You always use your Deception DC against creatures that attempt to Lie to you or others in your presence, no longer needing to engage in conversation. In addition, you can use your Deception DC instead of your Perception DC for detecting forgeries if they are attempting to Impersonate a specific creature’s work and you can use your Deception DC instead of your Perception DC against attempts to Create a Diversion, Impersonate, or Feint.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":4
         },
         "databaseID":1,
         "timestamp":"1774578266907"
      },
      {
         "id":"c2f76503-e3fa-4bb6-9040-53074af4c97a",
         "name":"Reflexive Cover",
         "level":2,
         "action":0,
         "textDescription":"<b>Prerequisites</b> expert in Acrobatics<br><b>Trigger</b> You would roll a Reflex save against an area effect and are not prone.<br><br>You lunge out of the way, ducking for cover even if it is not readily available to you. You make an Acrobatics check against the DC of the triggering effect. If you succeed, you gain lesser cover against the triggering effect and then fall prone, or standard cover if you got a critical success. If you are near an object you could normally use to Take Cover to gain cover against the effect, you can choose not to fall prone.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":4
         },
         "databaseID":1,
         "timestamp":"1774578266907"
      },
      {
         "id":"98dfae2b-e86e-420f-b469-938071e0ec1b",
         "name":"Remote Removal",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Thievery<br><br>You don’t even need to be present to take something. Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank <i>telekinetic hand</i> at will as an arcane innate spell. You can Palm an Object as part of the Cast a Spell activity for your telekinetic hand so long as the object you are lifting ends its movement adjacent to you.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":6
         },
         "databaseID":1,
         "timestamp":"1774578266908"
      },
      {
         "id":"d1771e40-0738-4f8d-b2b9-7173ffec7341",
         "name":"Reserving Preparation",
         "level":8,
         "textDescription":"<b>Prerequisites</b> ability to cast spells from spell slots, you are a prepared caster<br><br>As a result of your familiarity with preparing spells each day, you have discovered additional ways to modify your spells during the adventuring day. During daily preparations, pick one spell you know of a rank 2 lower than the highest rank spell slot you have. You can spend 10 minutes Refocusing to replace one spell you've prepared in one of your class’s spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the selected spell’s minimum spell level.",
         "traits":"Cleric, Druid, Wizard, Witch, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266908"
      },
      {
         "id":"da9bd63a-1111-4ed7-89a2-61744e24cdd9",
         "name":"Reshaped Spell",
         "level":8,
         "action":1,
         "textDescription":"You take the name spellshaping quite literally, reshaping the form of a spell you cast in order to cover a different area. If the next action you use is to Cast a Spell with an area that is a cone or a line, you may alter the area of the spell to a line or a cone respectively. For the purposes of the area the spell covers, a line is always twice the length of a cone, and a cone is always half the length of a line.",
         "traits":"Bard, Cleric, Concentrate, Druid, Oracle, Psychic, Sorcerer, Spellshape, Summoner, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266908"
      },
      {
         "id":"59de7e5d-d10e-4604-800c-6359daf45a52",
         "name":"Resilient Body",
         "level":3,
         "textDescription":"<b>Prerequisites</b> Constitution +2<br><br>You are capable of staving off damaging effects more easily than others. You treat the DC for flat checks to recover from persistent damage as 2 lower than normal.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredAbilityScores":{
            "2":14
         },
         "databaseID":1,
         "timestamp":"1774578266908"
      },
      {
         "id":"e1ebadd1-dc9b-4dd0-9443-f0d876034287",
         "name":"Return to the Sea",
         "level":2,
         "textDescription":"<b>Prerequisites</b> You came into direct contact with the experimentation of the alghollthu<br><br>You survived the terrible machinations of the alghollthu, whether by directly facing them or coming close to death against their minions such as the faceless stalkers or the skum. The encounter left you scarred, physically, mentally and genetically. You gain the amphibious trait. When in contact with bodies of water, your appearance changes dramatically, becoming fish-like. You gain a swim Speed equal to your land Speed, and can breathe water as well as air. However, you are permanently stupefied 1 in this form.",
         "traits":"Rare, Aftermath, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266908"
      },
      {
         "id":"b136cb52-b967-4f0f-8601-9053994f0170",
         "name":"Revitalizing Grove",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Nature<br><b>Frequency</b> once per hour<br><b>Requirements</b> You are in an area of natural terrain.<br><br>Through communing with the environment and drawing upon the natural life around you, you create an area of healing energy. You spend 10 minutes utilizing old prayers and teachings to manipulate your environment, creating a 10-foot burst of energy that lasts for 1 minute. Attempt a DC 30 Nature check. If the area of natural terrain is in poor condition or lacking in natural life, the DC may be increased under GM discretion. If you are legendary in Nature, you can choose to increase the DC to a DC 40 Nature check to double the amount of fast healing.<br><br><b>Critical Success</b> Allies in the area gain fast healing 5 while they remain in the area.<br><b>Success</b> As critical success, but the fast healing is 2.<br><b>Failure</b> Nothing happens.",
         "traits":"Concentrate, Exploration, General, Healing, Manipulate, Skill, Vitality, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Nature":6
         },
         "databaseID":1,
         "timestamp":"1774578266908"
      },
      {
         "id":"41e3f730-291b-4b07-baaf-ee58a082ffd6",
         "name":"Riding Ally",
         "level":7,
         "textDescription":"You have learned how to harness the power of intelligent mounts. You can Mount your allies and your allies can Mount you. You must still meet any size requirements necessary for the Mount action. During an encounter, when you are riding an ally or when an ally is riding you, you both roll your initiatives and use the lower of the two results for both your initiatives. The rider chooses which of the two of you goes first in initiative. The person riding gains 2 actions instead of 3, as they must use the other action to guide or steady your ally, but the creature being ridden gains 3 actions.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266908"
      },
      {
         "id":"947e4af2-4779-46d4-8a84-f5d157d14b8f",
         "name":"Ripples and Whispers",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Underworld Lore<br><br>You hear things, even when you aren’t actively listening. Whenever you successfully Earn Income using Underworld Lore while within a settlement, you gain the effects of a successful Gather Information with the same tier of success as you rolled for your Earn Income.<br><br>In addition, when you are in a settlement you have used Underworld Lore to Earn Income within in the last month, other creatures using Underworld Lore to Earn Income or that are performing criminal activity must succeed at a Deception check against your Underworld Lore DC or you become aware of the criminal activity through word of mouth the following day.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Underworld":4
         },
         "databaseID":1,
         "timestamp":"1774578266909"
      },
      {
         "id":"80473b96-8d85-42e4-bbfa-e41708777ef1",
         "name":"Rippling Roar",
         "level":15,
         "reqFeats":[
            "GENERAL_Battle Cry"
         ],
         "textDescription":"<b>Prerequisites</b> legendary in Intimidation, Battle Cry<br><br>Your battle cry carries far and wide, affecting the whole battlefield. When you use your reaction to Demoralize due to a critical success on an attack roll, you compare the result to all Will DCs of foes within 30 feet instead of just the target of your attack roll.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":8
         },
         "databaseID":1,
         "timestamp":"1774578266909"
      },
      {
         "id":"4848cca5-74cb-4aca-8c37-cba4a261eb22",
         "name":"Ritual Glyphs",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Arcana<br><b>Frequency</b> once per day<br><br>You have an advantage when leveraging your knowledge of arcane magic while performing rituals through the creation of specialized glyphs. By spending 10 minutes, you draw additional glyphs and runes in the ritual space as part of its preparation. If you do so, you and all allies participating in the ritual gain a +1 circumstance bonus to all primary and secondary checks or increase the value of their circumstance bonus by 1. These glyphs only last for the duration of a single ritual casting and fade upon its completion. If you are a master in Arcana, the circumstances bonuses applied increase by 2 instead of 1.",
         "traits":"Uncommon, Concentrate, Exploration, General, Magical, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":4
         },
         "databaseID":1,
         "timestamp":"1774578266909"
      },
      {
         "id":"7afb0509-7501-46e9-8064-38346cddef3a",
         "name":"Rumor Has It",
         "level":7,
         "reqFeats":[
            "GENERAL_Sow Rumor"
         ],
         "textDescription":"<b>Prerequisites</b> master in Deception, Sow Rumor<br><br>The rumors you create persist for twice the amount of time they usually last. Each time you Sow a Rumor, the GM also makes a secret flat check against a DC 18; If your flat check is successful, the rumor you created becomes established gossip or urban legend, lasting 1 year when you get a success on Sow Rumor, or indefinitely if your result on Sow Rumor was a critical success. Most NPCs exposed to the rumor take it to be true, unless they critically succeed a Gather Information or Recall Knowledge check against your Deception DC. Creatures with intimate knowledge of the subject of the rumor treat their degree of success as one better. Any attempts to dispel your rumors must succeed against your Deception DC in addition to any checks associated with spreading information counter to your rumor, such as attempts to Make an Impression or a Request to a local authority to issue a statement. If you are legendary in Deception, the DC of the flat check is 15 instead of 18.",
         "traits":"Uncommon, General, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":6
         },
         "databaseID":1,
         "timestamp":"1774578266909"
      },
      {
         "id":"b426f7e7-cf52-426a-9fb7-dd1116b28409",
         "name":"Safe Spell",
         "level":6,
         "action":1,
         "textDescription":"As a spellcaster, you know all too well how easy it can be to accidentally harm allies with a bit of magical friendly fire, and you’ve learned to protect them from such things. If your next action is to Cast a Spell with no duration, that deals damage, and has an area, you can designate 2 allies to exclude from the spell’s effect.<br><br>At 10th level, and every 4 levels thereafter, you can exclude an additional ally from the area of the spell.",
         "traits":"Concentrate, Druid, Oracle, Psychic, Sorcerer, Spellshape, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266909"
      },
      {
         "id":"d0781551-62ac-4cc5-800a-24066fb0e705",
         "name":"Salvage Infiltration",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Stealth<br><br>You’re exceptionally practiced when it comes to sneaking into places you shouldn’t be in, allowing you to recover even when you’re about to be detected. You gain a +1 circumstance bonus to your checks during infiltrations, or a +2 if the check was a Stealth check.<br><br>Additionally, once per day, when you or your allies would accrue Awareness Points due to an obstacle or complication, you can use your reaction to smooth things out, avoiding the Awareness Point increase (but not any other effects).",
         "traits":"Uncommon, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":4
         },
         "databaseID":1,
         "timestamp":"1774578266909"
      },
      {
         "id":"e6a6d8ce-d485-4cf0-9ac8-45b530411733",
         "name":"Sanctified Layman",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Religion, you are not sanctified and you worship a deity<br><br>Though not an official member of the clergy, your dedication to your deity, your readings of sacred texts and your actions in the name of your religion have earned you divine attention. You and your Strikes become sanctified by your deity, gaining the holy or unholy traits. You must choose a sanctification that your deity would allow for its clerics.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":8
         },
         "databaseID":1,
         "timestamp":"1774578266909"
      },
      {
         "id":"7ff834f0-c9a3-4823-be97-4b60676929fc",
         "name":"Savage Success",
         "level":4,
         "action":-1,
         "reqFeats":[
            "c5d02d92-4491-4a5e-b8c7-b0ae7b662d60"
         ],
         "textDescription":"<b>Prerequisites</b> You have a permanent melee unarmed attack other than fist<br><b>Trigger</b> You reduce an enemy to 0 Hit Points with a melee unarmed attack that is not a fist.<br><br>Bloodlust fills your thoughts as you enter a state of primal ferocity. Your non-fist melee unarmed Strikes gain a circumstance bonus to damage equal to the number of weapon damage dice. You gain the Feral Lunge bold activity.<br><br><b>Feral Lunge</b> 2-action (bold, flourish) <b>Effect</b> You launch yourself at a foe viciously. You Stride towards an enemy and then Leap or Long Jump towards them. If you end this movement within melee reach, you can make a melee Strike with a non-fist unarmed attack and you gain a +1 circumstance bonus to your attack roll.",
         "traits":"Triumph, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266910"
      },
      {
         "id":"2c89f761-7782-45a2-956f-631d5d0ab6c6",
         "name":"Savory Socialization",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Cooking Lore<br><br>A delicious meal transcends the boundaries of language to forge strong connections. You can use Cooking Lore instead of Diplomacy to Make an Impression by creating a delicious meal over the course of 10 minutes. You can do this even with creatures that you don’t share a language with, provided they partake in your meal. You can perform this activity ahead of time to prepare a meal, allowing you to Make an Impression in the normal amount of time instead of 10 minutes, but you must specify which creature or creatures the meal is for or you take a –4 circumstance penalty to your check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Cooking":6
         },
         "databaseID":1,
         "timestamp":"1774578266910"
      },
      {
         "id":"f600b6e9-52be-4e99-9262-bbf82c495f8d",
         "name":"Scribe Teleportation Glyph",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Arcana<br><br>Through the creation of complex glyphs and mathematical arcane equations, you have developed the ability to cross long distances, provided the glyphs you inscribe are connected to one another. By spending 8 hours, you can scribe a teleportation glyph on a flat surface that is at least 15 feet in size. You can have up to two teleportation glyphs at any given time, and if you create an additional glyph, one of the previous glyphs ceases to function. Additionally, you obtain the Activate Glyph activity.<br><br>Activate Glyph 3-action (concentrate, arcane); <b>Frequency</b> once per day; <b>Requirements</b> You have created two Scribe Teleportation Glyphs and are in physical contact with one of them; <b>Effect</b> You activate the glyph, which has the effects of the teleport spell on all creatures standing in the glyph’s space except the destination of the spell is the location of the other scribed teleportation glyph and there is no deviation from the intended destination.",
         "traits":"Uncommon, Downtime, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":8
         },
         "databaseID":1,
         "timestamp":"1774578266910"
      },
      {
         "id":"4f45aada-ecb6-4a5e-b2ff-6207b83db3c8",
         "name":"Second-Hand Sleight",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Thievery<br><br>If you’re reappropriating items from your victims, you might as well help yourself to some extras. When you Steal or Palm an Object, you can do so to up to two objects at once. You roll a single Thievery check, using the lowest modifier that would apply, against the highest DCs that would apply. For example, if you’re trying to Steal an item from a pocket (which would apply a -5 penalty to your check), and at the same time, you try to steal a single page out of a stack of documents (which would increase the DC), you apply both the –5 penalty and the increased DC to your single Thievery check, even though you received each from trying to Steal different items.<br><br>If you’re a master in Thievery, you may Steal or Palm up to 3 objects with one check, and if you’re legendary, this increases to up to 4 items.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":4
         },
         "databaseID":1,
         "timestamp":"1774578266910"
      },
      {
         "id":"a8faa16a-ba4a-438d-a84a-e46fad001570",
         "name":"Second-Nature Cantrip",
         "textDescription":"A particular cantrip is always within your grasp, even if you don’t have it prepared. Choose one cantrip from your spellcasting tradition. When you use the Repeat a Spell exploration activity with the cantrip you chose, you do not need to move at half speed. If you are at least 15th level, you can select another exploration activity to perform while using Repeat a Spell.",
         "traits":"Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Wizard, Witch, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266910"
      },
      {
         "id":"1191162d-49fd-429a-9fd4-bab1c62baacb",
         "name":"Secret Stash",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Stealth<br><br>You can hide exceedingly large items on your person through clever use of layers of clothing, magic, or other methods. The maximum size limit for Concealing an Object on your own person is 1 Bulk. If you're a master in Stealth, the limit increases to 2 Bulk.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":4
         },
         "databaseID":1,
         "timestamp":"1774578266910"
      },
      {
         "id":"d96be4b4-2588-433d-8ed0-5be636bbda46",
         "name":"Seeking Spell",
         "level":12,
         "action":1,
         "textDescription":"<b>Frequency</b> once per hour<br><br>You infuse incredible accuracy into your next spell, causing it to strike true against foes who are protected by cover. If the next action you use is to Cast a Spell with an attack roll, you reduce the circumstance bonus to target’s AC from cover by 2.<br><br>Additionally, if your spell attack roll is a failure, but not a critical failure, the spell does not end immediately, but instead you can Sustain this effect on your next turn to attempt this spell attack roll again. At 14th level and every 2 levels after, you can Sustain this effect an additional round to attempt the attack roll again instead of only your next turn, but you can only attempt one additional attack roll for this effect per round.",
         "traits":"Bard, Cleric, Concentrate, Druid, Oracle, Psychic, Sorcerer, Spellshape, Summoner, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266910"
      },
      {
         "id":"101a6782-8482-4c3a-ad4c-8334affa1718",
         "name":"Sense Scopophobia",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Stealth<br><br>Even while hiding, you watch your prey intently, looking for any telltale reflexive movements to know when the jig is up. As long as you can see a creature, you are aware whether you’re unnoticed, undetected, hidden, or observed by them. In addition, you can attempt to Sense Motive as a free action if your intent is to learn whether a creature is pretending not to notice you.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":6
         },
         "databaseID":1,
         "timestamp":"1774578266911"
      },
      {
         "id":"6125ce0f-65da-431f-be96-8e8448c4e444",
         "name":"Shallows’ Sallow Shadows",
         "textDescription":"<b>Prerequisites</b> trained in Fishing Lore, Ocean Lore, or Sailing Lore<br><br>Those who can’t keep track of their line aren’t of much use for fishing or on a vessel at sea. If you Recall Knowledge on a creature that has a permanent swim Speed, you also learn about one ability it has that requires a saving throw, if any, and you gain a +1 circumstance bonus to your saves and DCs against that ability for 1 minute.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Fishing||Lore: Ocean||Lore: Sailing":2
         },
         "databaseID":1,
         "timestamp":"1774578266911"
      },
      {
         "id":"63deceee-e772-4749-bc1b-fa74df7b7431",
         "name":"Shared Spellshaping",
         "level":2,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Prerequisites</b> Ability to cast spells and you have at least one action with the spellshape trait.<br><b>Requirements</b> Your partner can cast spells.<br><br>You and your partner share the secrets of spellshaping with one another. Choose one spellshape action you can use and your partner chooses one spellshape action which they can use, if any. While employing this teamwork, if you are within 15 feet of each other, you can use each other’s chosen spellshape action. If a chosen spellshape action has a requirement, both you and your partner are subject to the requirements and if it has a frequency, the frequency applies to both of you.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266911"
      },
      {
         "id":"beb43584-65a8-4f5c-a313-42ed16b52a20",
         "name":"Sight Reading",
         "textDescription":"<b>Prerequisites</b> trained in Performance<br><br>You know how to read various types of music and translate them, which gives you a boost in understanding magical writing and translating them into spells. You can use Performance to Learn a Spell from scrolls and spellbooks provided the spell has either the auditory or visual trait and you can use Performance to Recall Knowledge on spells with these traits. You may also use Performance to Identify Magic on magic items that are associated with performance (subject to GM discretion).",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":2
         },
         "databaseID":1,
         "timestamp":"1774578266911"
      },
      {
         "id":"b77dca84-57c4-4070-9346-50901de7909d",
         "name":"Sing-Along",
         "level":7,
         "action":3,
         "textDescription":"<b>Prerequisites</b> master in Performance<br><br>You start doing a well-known routine or singing a commonly known song, compelling a creature to join in. You Perform and compare your result against the Will DC of a humanoid creature within 30 feet. If the creature does not understand the language you used for your Perform, they get a +4 circumstance bonus to their Will DC. Regardless of the result, the creature is temporarily immune to this effect for 1 day.<br><br><b>Critical Success</b> The creature is stupefied 1 and cannot use reactions until they Perform to join in your song, uses a skill action that has either the auditory trait to counter it, or a single action with the concentrate trait to ignore it.<br><b>Success</b> As critical success, except the creature is not stupefied.<br><b>Critical Failure</b> You are enraptured in your own song, but no one else is listening. You are off-guard until the beginning of your next turn.",
         "traits":"Auditory, General, Linguistic, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":6
         },
         "databaseID":1,
         "timestamp":"1774578266911"
      },
      {
         "id":"59044d62-d324-4ffd-af6f-45ec0c53f411",
         "name":"Skill Expertise",
         "level":7,
         "textDescription":"<b>Prerequisites</b> Intelligence +3<br><br>You develop expertise in a skill. You become expert in a skill of your choice that you are trained in.<br><br><b>Special</b> You can select this feat up to 3 times, choosing a new skill to become expert in each time.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredAbilityScores":{
            "3":16
         },
         "databaseID":1,
         "timestamp":"1774578266911"
      },
      {
         "id":"b8049ea7-7a2b-44bb-a95f-af0bcbd1bb18",
         "name":"Skin of My Teeth",
         "level":4,
         "action":-1,
         "reqFeats":[
            "c5d02d92-4491-4a5e-b8c7-b0ae7b662d60",
            "GENERAL_Shield Block"
         ],
         "textDescription":"<b>Prerequisites</b> Shield Block<br><b>Trigger</b> You used Shield Block to reduce incoming damage that would have reduced you to 0 Hit Points.<br><br>Your spirit is bolstered after a close shave with death. Increase the triggering shield’s Hardness by 2. You gain the Best Defense bold action.<br><br><b>Best Defense</b> 1-action (bold) <b>Effect</b> Sometimes the best defense is a good offense! Make a shield bash Strike, or a Strike with a weapon with the attached to shield trait. As long as your Strike wasn’t a critical failure, you can Raise your Shield as a free action.",
         "traits":"Triumph, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266911"
      },
      {
         "id":"229467d3-fd14-4424-9ce1-be0d196c9c34",
         "name":"Slap on the Wrist",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Deception<br><br>You know how to get yourself out of trouble with the law, even if you have clearly broken them. Whenever you take an action or activity that breaks local law and customs and are caught, you can spend 1 minute to Make an Impression and you can use your Deception instead of Diplomacy for this Make an Impression and the action or activity does not change their attitude toward you unless you fail your attempt to Make an Impression.<br><br>If you include your allies in the story, you can target up to 5 allies to be included in the effects of your Make an Impression, but you take a –2 penalty to your Make an Impression. If you target a group of individuals and there are mixed results within a group, usually the highest ranking authority in the group makes the decision (subject to GM discretion, but usually the highest level creature).<br><br>If after you Make an Impression the targets are friendly towards you or one of your allies, they might be skeptical of your story but give you the benefit of the doubt, but they may still ask that you leave the premises or other reasonable expectations. If the target is helpful towards you or one of your allies, they will treat your actions as if they were lawful as you’ve convinced them of your circumstances, and they may even aid you in your endeavor unknowing of your intentions.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":4
         },
         "databaseID":1,
         "timestamp":"1774578266912"
      },
      {
         "id":"ee85c05a-8e71-487f-8b6e-15c2257b1400",
         "name":"Slink Away",
         "level":2,
         "action":1,
         "textDescription":"<b>Prerequisites</b> expert in Stealth<br><br>You cloak yourself in the shadows that embrace you. Choose a single creature observing you. You immediately Hide and Sneak in a direction away from the chosen creature. You are treated as having cover for your Hide and Sneak against that creature and if you succeed at your Stealth to become hidden, you are still treated as having cover for your Hide and Sneak actions until the beginning of your next turn for the creature you chose. If you use any action except Step, Sneak, or Hide before the beginning of your next turn, you immediately lose these effects. You must move at least 10 feet away from the creature you chose when you Sneak or you immediately become observed again after your movement. Regardless of the results of your Hide and Sneak, the creature you chose cannot be targeted by Slink Away again for 1 minute.",
         "traits":"Flourish, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":4
         },
         "databaseID":1,
         "timestamp":"1774578266912"
      },
      {
         "id":"accab1c7-6cb7-4eab-b2e6-3ae761415199",
         "name":"Slip the Grip",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Thievery<br><b>Trigger</b> You are about to roll a Reflex save against an effect that would make you immobilized.<br><br>When you botch the job, you know how to use professionalism to save your hide. Attempt the triggering saving throw using Thievery instead of your Reflex save.",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":6
         },
         "databaseID":1,
         "timestamp":"1774578266912"
      },
      {
         "id":"3884c70f-57f3-4aa3-a196-133dc3f6a0df",
         "name":"Slope Slide",
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Acrobatics<br><br>With knees bent and hands splayed, you allow gravity to bring you down slopes quickly, be they hills, banisters or roofs. When you move down a slope, you can Stride and attempt an Acrobatics check depending on the sheerness of the slope (subject to GM discretion). The type of slope varies based on incline and the material, but usually at least a single diagonal is required to provide the effects of a slope. The GM might adjust a slope depending on its shape or substance, such as an icy surface or a steep set of stairs. You cannot attempt to use Slope Slide on a severe slope unless you are at least a master in Acrobatics.<br><br><b>Gentle Slope</b> You move slightly more than expected. At the end of your Stride, make an Acrobatics check against an easy DC for your level. On a success, you Step.<br><b>Moderate Slope</b> The momentum of your movement swings you forward. At the end of your Stride, make an Acrobatics check against a standard DC for your level. On a success, you move an additional 10 feet and if your next action is to make a melee Strike against a creature, you gain a +1 circumstance bonus to your attack roll.<br><b>Severe Slope</b> You move at breakneck speeds towards your opponent. At the end of your Stride, make an Acrobatics check against a hard DC for your level. You gain the effects of a Long Jump with the same tier of success as your result at the end of your Stride and if your next action is to make a melee Strike against a creature, you gain a +2 circumstance bonus to your attack roll.<br><br><b>Special</b> If you have the panache class feature, this action gains the bravado trait when you attempt to use it with a moderate or severe slope.",
         "traits":"General, Move, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":2
         },
         "databaseID":1,
         "timestamp":"1774578266912"
      },
      {
         "id":"e1c7749b-ca9f-426f-b934-4e63dcf528e7",
         "name":"Smash Obstacles",
         "textDescription":"<b>Prerequisites</b> trained in Athletics<br><br>A lock means nothing to you. You do not take a circumstance penalty for not having a crowbar when you Force Open. In addition, when you critically fail to Force Open, you get a regular failure instead.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774578266912"
      },
      {
         "id":"201412f8-1105-4477-b20f-d452539f43a4",
         "name":"Smokescreens",
         "textDescription":"<b>Prerequisites</b> trained in Stealth<br><br>You come prepared to slither away under the cover of smoke should the tides turn for worse. You gain the formula for smoke balls and can Craft smoke balls using your Stealth instead of Crafting. During your daily preparations, you can create one lesser smoke ball that remains usable until your next daily preparations, deteriorating when you make your daily preparations again. If you are at least an expert in Stealth, you can create two lesser smoke balls, or four lesser smoke balls if you are a master. If you are a legendary, you can choose to prepare one greater smoke ball instead of two lesser smokeballs when you create your smoke balls during your daily preparations.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":2
         },
         "databaseID":1,
         "timestamp":"1774578266912"
      },
      {
         "id":"925b3104-5fe7-4605-8137-fc05e33747b6",
         "name":"Social Intuition",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Diplomacy<br><br>You read people’s intent as you speak to them. When you succeed at a Diplomacy check to Make an Impression or Request, you can immediately attempt a Sense Motive using Diplomacy instead of Perception on the target of your Make an Impression or Request. If you choose to use Perception, you instead gain a +1 circumstance bonus to your check. If you are a master in Diplomacy, the circumstance bonus increases to +2.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Diplomacy":4
         },
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"f42bee8f-6d04-49b4-b3a4-a6dbe24e3c62",
         "name":"Solitary Workforce",
         "textDescription":"<b>Prerequisites</b> trained in Labor Lore<br><br>You work more efficiently than even a dozen of your peers. For any activity that requires the physical labor of multiple creatures to do, you count as two creatures, rolling a single check and using the result to determine the effects of each participant you would replace. If you’re an expert in Labor Lore, you count as four creatures, if you’re a master in Labor Lore you count as six creatures, and if you’re legendary, you count as eight creatures. If you use Labor Lore to Earn Income, you treat the task level as one higher for the purposes of currency earned, two higher if you are a master, or four higher if you are legendary.<br><br>In addition, when you successfully Earn Income with Labor Lore, you get the effects of a successful Make an Impression on any creatures you worked with or for during the activity if it was your first time interacting with them with the same degree of success as your check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Labor":2
         },
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"91e8c51d-efc1-4ba2-97c1-184e8fa717ab",
         "name":"Specialty Master",
         "textDescription":"<b>Prerequisites</b> master in Crafting, Specialty Crafting<br><br>Though you might not be familiar with certain techniques, it does not stop you from crafting an item you specialize in. You always apply your full circumstance bonus to Craft items that would involve your selected specialty instead of partial. You also apply your circumstance bonus from Specialty Crafting to any Crafting checks you make on items that would fall under your specialty, not just to the Craft activity.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":6
         },
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"5fb75bd5-9697-490d-9dd9-3e56a83a3baa",
         "name":"Specialty Repair",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Crafting, Specialty Crafting<br><br>Your focus on crafting a specific type of item means you’re also extra adept at repairing said item. You can use an item related to your specialty from Specialty Crafting in the Repair of another object by increasing the Crafting DC to repair by 2. If you do, you can reduce the item you used for the Repair by a number of Hit Points equal to twice your level and increase the amount of Hit Points restored to the Repaired object by the same amount.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":4
         },
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"945b148d-bf6f-4ba1-9d40-9d6f600ed838",
         "name":"Spell Tag",
         "level":6,
         "action":-1,
         "textDescription":"<b>Frequency</b> once per 10 minutes<br><br>You channel the power of your spell through an ally. If your next action is to Cast a Spell with a range of touch, you can instead touch an ally, imbuing them with the spell until the beginning of your next turn and preserving the spell’s energy. Your ally can deliver the spell on your behalf to a creature by using Interact to touch it and expending the spell immediately. If your ally’s Interact is interrupted or fails to deliver the spell with an Interact before the end of its turn, the spell dissipates with no effect.",
         "traits":"Bard, Cleric, Concentrate, Druid, Oracle, Psychic, Sorcerer, Spellshape, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"c8d5b3d0-281b-499b-bdd9-c19a32936f32",
         "name":"Spell-Signature Reading",
         "action":0,
         "textDescription":"<b>Prerequisites</b> trained in Arcana, Nature, Occultism, Religion, or Scribing Lore<br><b>Trigger</b> A creature within line of sight casts a spell. You must be aware of the casting.<br><br>Whenever any caster performs magic, no matter how meager, it creates a vibrant display of runes circling around an intricate glyph known as a spell signature. As a learned student of the arcane yourself, you know all too well what information can be gleaned from such runes, such as one's personality or skill level with magic. You learn if the creature is casting the spell as a spontaneous, prepared, or innate spellcaster, if they can cast spells from spell slots, and what attribute they use to cast spells. If a creature can cast a spell from multiple sources such as having innate spells and prepared spells both, you learn both.<br><br><b>Special</b> If you have the Recognize Spell feat, you gain a +2 circumstance bonus to all checks to Recognize Spells from a creature that you successfully used Spell-Signature Reading against.",
         "traits":"General, Incapacitation, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana||Occultism||Nature||Religion||Lore: Scribing":2
         },
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"b54bf405-36af-4aa8-aa5e-3218823cd679",
         "name":"Spellshaper Initiate",
         "level":7,
         "textDescription":"<b>Prerequisites</b> ability to cast spells from spell slots<br><br>You have picked up some rudimentary knowledge of spellshaping. You gain the Widen Spell or Reach Spell class feat and that feat is a class feat of your class.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"e54b8a0a-aa79-4438-917f-79308100eb6b",
         "name":"Spellshaping Synergy",
         "level":6,
         "action":2,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25",
            "63deceee-e772-4749-bc1b-fa74df7b7431"
         ],
         "textDescription":"<b>Prerequisites</b> Shared Spellshaping<br><b>Requirements</b> You are employing Shared Spellshaping. You need to meet this requirement only to employ this teamwork, not to remain in it.<br><br>You have learned how to help others shape spells by weaving your own magical signature with theirs. You Ready to use a 1-action spellshape you know on a spell your partner casts. You must specify the spellshape you plan to use. If the ally Casts a Spell that can be affected by the spellshape you chose, your partner can choose to Cast it as if they had applied the spellshape to their spell. Your partner can only apply one spellshape to a spell in this way, even if they use their own spellshape action. Your partner can also Ready a 1-action spellshape in this way for when you Cast a Spell.<br><br>On subsequent turns, you can continue to use your reactions with the same trigger as if you had used Ready or you can spend a single action with the concentrate trait to change the spellshape to another spellshape you know. Your partner can also do this on subsequent turns if they used Ready for a 1-action spellshape.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266913"
      },
      {
         "id":"d155f46f-3847-4dbf-8d4d-3fb5ada9da1b",
         "name":"Spiritual Memories",
         "level":7,
         "action":3,
         "textDescription":"<b>Prerequisites</b> master in Occultism<br><b>Frequency</b> once per day<br><br>You open your mind to the influence of spirits and use their memories to guide you, assisting you in tasks you are otherwise unfamiliar with. Choose one skill, you become trained in that skill for 1 minute. If you are legendary in Occultism, you can choose to become an expert in the skill instead of trained or a master in a skill in which you were at least trained.",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":6
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"36eddca3-ea77-4f66-86e1-317b1da79503",
         "name":"Sprint",
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Athletics<br><b>Requirements</b> You are not fatigued.<br><br>You can push yourself to run much faster than normal in a pinch. Stride in a straight line and make an Athletics check against a DC 15. You can use Sprint to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.<br><br><b>Critical Success</b> As success, except you do not increase the DC of Sprint.<br><b>Success</b> You treat your Speed as if it were 5 feet greater for your Stride and increase the DC of Sprint by 5 until you spend 10 minutes resting.<br><b>Critical Failure</b> You pushed yourself too hard. You are fatigued and have a –10 status penalty to your Speeds until you rest for 10 minutes.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":2
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"87625459-2a79-49fa-a32a-ce4183cc877f",
         "name":"Starvation Prevention",
         "textDescription":"<b>Prerequisites</b> trained in Medicine<br><br>Your medical training informed you of how to survive when you have a limited amount of food available. You can use Medicine instead of Society or Survival to Subsist by leveraging nuances in nutrition delivery and various other techniques to suppress the bodies’ needs for nutrients. When you Subsist in this way, the next time you Subsist using Medicine you treat your degree of success as one worse.<br><br>Alternatively, you can choose to help another creature using Subsist by making a Medicine check against the same DC. If you get a success, you increase their degree of success by one step, or by two steps if you get a critical success.",
         "traits":"Downtime, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":2
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"65add1dc-424e-45af-be4d-b980d8cde996",
         "name":"Staunch Bleeding",
         "level":2,
         "action":1,
         "textDescription":"<b>Prerequisites</b> expert in Medicine<br><b>Frequency</b> once per round<br><br>You know how to pack an injury properly to stop bleeding. You use Staunch Bleeding as a single action or as a 2-action activity with the following effects.<br><br>1-action You use Administer First Aid to stop bleeding.<br>2-action You use Administer First Aid to stop bleeding and you reduce the DC of the check by 10.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":4
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"7b958053-89c6-4e50-a934-2b739a0bbffb",
         "name":"Steal It All",
         "level":2,
         "action":2,
         "textDescription":"<b>Prerequisites</b> expert in Thievery<br><br>You make a mad dash, pocketing anything you can. You Stride. As part of your Stride, you Interact to pick up an item, Palm an Object, or Steal and then immediately Interact to stow the item. If you spend three actions doing this activity, you may spend 2 actions to Interact to pick up an item, Palm an Object, or Steal and you immediately Interact to stow the item after each action.",
         "traits":"Flourish, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":4
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"8d76b96b-2524-4d5f-9e15-ad75cad93c49",
         "name":"Steal Senses",
         "level":15,
         "action":0,
         "textDescription":"<b>Prerequisites</b> legendary in Thievery<br><br>Your fingers are so deft that you know the exact spots to press in order to rob a target of their very senses. Attempt a Thievery check against the Reflex DC of a creature within your reach. Regardless of the result, the target is then immune to your Steal Senses for 1 day.<br><br><b>Critical Success</b> The target becomes your choice of blinded or deafened for 1d4 rounds. If the creature has a sense other than sight or hearing, such as tremorsense, you can instead negate that sense. The creature can spend a single action that has the concentrate trait to remove these conditions or restore their lost senses.<br><b>Success</b> As critical success, but the duration is until the end of the target’s next turn.<br><b>Critical Failure</b> The target prevents your theft with prejudice. You are off-guard and cannot take reactions for 1 round.",
         "traits":"General, Incapacitation, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":8
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"dd23d95c-a87e-4922-a60d-d260c5b297ad",
         "name":"Stunning Desensitivity",
         "level":7,
         "action":0,
         "textDescription":"<b>Prerequisites</b> master in Survival<br><b>Trigger</b> You would gain the stunned condition with a value from a non-mental effect.<br><br>You practice pain management, giving you higher cognitive ability when subjected to pain. Attempt a Survival check against the DC of the triggering effect if it had a DC, or a standard DC of the hazard or creature’s level if it did not have a DC.<br><br><b>Critical Success</b> You reduce the value of the stunned condition you would get by 2.<br><b>Success</b> As critical success, except you reduce the value by 1.<br><b>Critical Failure</b> You lean in too hard, increasing your stunned value by 1.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":6
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"9521a1f9-ce3b-47a9-9575-94823f070f59",
         "name":"Subliminal Messages",
         "textDescription":"<b>Prerequisites</b> trained in Performance<br><br>You read out a written passage of text, trying out different emphasis to decipher any hidden meaning or context you can interpret from the writing. You can use Performance to Decipher Writing if the text you are attempting to decipher is a work of art, such as a song, limerick, or poem.<br><br>You can also create messages with hidden meanings in them, using Performance in place of Deception or other skills to create the message by placing them in a work of art. A creature must make a Sense Motive or Decipher Writing check against your Performance DC in order to decipher your meaning. Creatures that are familiar with you or your artistic styles gain a +2 circumstance bonus to their check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":2
         },
         "databaseID":1,
         "timestamp":"1774578266914"
      },
      {
         "id":"86d331f2-d1ed-4f6e-ba29-ac5af703ef66",
         "name":"Subsistive Tracker",
         "textDescription":"<b>Prerequisites</b> trained in Survival<br><br>You have learned how to follow a trail while sustaining yourself. When you use downtime to Subsist your GM automatically compares the result of your Survival check against the DC to Track the tracks of creatures you would uncover while you Subsist.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":2
         },
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"365fd5bf-742a-46c8-8a56-6c947f8827ab",
         "name":"Surveillant Senses",
         "level":3,
         "textDescription":"<b>Prerequisites</b> expert in Perception<br><br>Your senses are highly tuned and sensitive. If you Seek, you become hyper aware of your surroundings until the beginning of your next turn. If a creature attempts to Sneak or Hide while within 30 feet of you during this time, your GM attempts a secret Perception check for you and uses the result or your Perception DC, whichever is higher, against any target's attempts to Sneak or Hide from you.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Perception":4
         },
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"f009e0f6-a893-4c5b-becf-a820f3bb1855",
         "name":"Surveyed Tracking",
         "level":2,
         "reqFeats":[
            "GENERAL_Survey Wildlife"
         ],
         "textDescription":"<b>Prerequisites</b> expert in Survival, Survey Wildlife<br><br>You have learned to hone your survey knowledge and then apply it to tracking what you find. When you get a critical failure on the Recall Knowledge check from Survey Wildlife, you get a failure instead. In addition, when you successfully Recall Knowledge on a creature with Survey Wildlife, you gain a +2 circumstance bonus to Track any creatures you discover as part of your surveying for 1 day. If you are a master in Survival, the circumstance bonus increases to +3, and if you are legendary in Survival the circumstance bonus increases to +4.",
         "traits":"General, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"16d28210-add1-432e-b93e-ddff4a8dd452",
         "name":"Survivalist’s Cartography",
         "textDescription":"<b>Prerequisites</b> trained in Cartography Lore<br><br>As you travel overland and explore dungeons, you create maps of the locations you travel, allowing you to assist your allies in exploring safely without getting lost. You can use Cartography Lore instead of Survival to Sense Direction and you can Craft Survey Maps using Cartography Lore instead of Crafting. When you Craft a Survey Map with Cartography Lore, it takes you only 1 day and you reduce the cost to create Survey Maps to half the normal amount.<br><br>In addition, if you successfully Recall Knowledge on an area you are currently in, you can spend 10 minutes scribing an impromptu map of the area, granting a +2 circumstance bonus to Sense Direction while within the area and to Perception to detect secret doors or passageways if the area would have noticeable structural inconsistencies.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Cartography":2
         },
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"99908040-101b-4339-89a2-498c060bdbfe",
         "name":"Swindle",
         "textDescription":"<b>Prerequisites</b> trained in Thievery<br><br>You use sleight-of-hand or charming words to distract someone into miscalculating how much you actually paid them. When paying someone (for example, the price for an item in a shop, or a bribe), you can choose to not pay fully–how much you can save is determined by Earn Income, using your proficiency in Thievery, and the creature’s level you are attempting to swindle as the Task Level. If you do, attempt a Thievery check against the Perception DC of the creature you are paying. If multiple creatures are present when you pay the creature, your Thievery check is against the highest Perception DC creature that would oppose your attempts to Swindle (such as a guard or the creature’s ally). Regardless of the result, the target’s Perception DC against your further Swindle attempts increases by 5 for 1 week as they inevitably realize they’re coming up short on money. The GM decides if and how the target retaliates after repeated attempts to swindle it and its response to a critical failure (usually by alerting authorities).<br><br><b>Critical Success</b> Your trick goes unnoticed. You can save up to twice the value described above, but always at most half the amount you would have had to pay.<br><b>Success</b> As critical success, but you can only save up to the value described above, and still at most half the amount you would have had to pay.<br><b>Failure</b> The target notices the missing amount, but you brush it off as a mistake. You pay the full amount.<br><b>Critical Failure</b> The target not only notices the missing amount, but knows you intentionally tried to swindle it. If there was an expected exchange of goods for your payment, it refuses to honor the exchange.",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"095da926-c416-41ed-b96a-0eabd42c0b6e",
         "name":"Take What’s Needed",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Hunting Lore<br><br>When you hunt, you do so for a purpose. Select an animal or beast that was slain within the last 8 hours. You can use the creature’s remnants for raw materials, allowing you to treat items you or another creature attempt to Craft as if they had the formula of a piece of common or uncommon adventuring gear. The item level can be no higher than half your level. Your GM may rule that only certain creatures can provide the effects of having a formula for certain items (like slaying an amphibian and using Alchemical Crafting to make gecko-grip elixir).",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Hunting":4
         },
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"51c5a571-b84a-48de-b001-af37d5c47f2e",
         "name":"Talisman Crafter",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Occultism, Root Magic<br><br>The magical potential contained within talismans is a major boon to any adventurer wise enough to use them, and you have developed a knack for their creation using your occult knowledge. When you attempt to Craft an item with the talisman trait, you may roll Occultism in place of Crafting. If you use Occultism to Craft, your Occultism proficiency is used for determining what level items you can craft as though it were the Crafting skill. Additionally, when you select this feat, you gain the formulas for four common talismans of 2nd level or lower and you can Craft talismans even if you do not have Magical Crafting.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":4
         },
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"645ff376-bdc3-4451-908b-197d9739ddca",
         "name":"Team Player",
         "level":12,
         "action":-1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25",
            "26f66e0c-f447-4401-8249-5e473971b750||23f01c12-05af-4580-ab07-b5c6f26e5505||63deceee-e772-4749-bc1b-fa74df7b7431||3d16fee6-437d-4a6c-869c-57bd5d63acae||70046a9c-c0b0-474d-939c-b543f4945485||2460ccf2-f7d3-4beb-ac7f-43455354b487||d29ebe69-037b-462b-9938-937bcdde1d6c||13f477f9-b369-4536-8097-e4e190f6ee6f||8436df0e-bf4f-4ce5-a120-8bf8f8bed404||0d7f9d5d-b9c6-4a50-9c1c-e9479912eb47||e54b8a0a-aa79-4438-917f-79308100eb6b||007cb73b-2b1f-4310-86d5-68573ec4786b"
         ],
         "textDescription":"<b>Prerequisites</b> You have at least one feat with the Teamwork trait<br><b>Trigger</b> Your turn begins.<br><br>You instinctively work together with allies, rushing into the fray together and switching partners. You use a single action with the teamwork trait.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266915"
      },
      {
         "id":"2e522b42-94f9-48ed-8898-7ac6aee9cd25",
         "name":"Teamwork Enabling Feat",
         "textDescription":"Give yourself a bonus level 1 class feat and take this feat if you want to enable taking teamwork feats.",
         "traits":"Special, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266916"
      },
      {
         "id":"19cb2dac-dddb-4174-aca2-28a2dd9d108c",
         "name":"Teamwork Talent",
         "level":3,
         "textDescription":"You're a natural talent when it comes to working alongside others in combat. You obtain one 1st- or 2nd-level feat with the teamwork trait.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266916"
      },
      {
         "id":"2ead7abf-e7ee-454f-8c09-680424c6a5c2",
         "name":"Tell Fortune",
         "textDescription":"<b>Prerequisites</b> expert in Fortune-Telling Lore<br><br>Whether through harrow cards, palm-reading, star-reading or some other method of divining the future, you are able to predict the futures of other people surprisingly well. You can spend 1 hour telling someone else's fortune. Attempt a Fortune-Telling Lore check against a hard DC of a target creature’s level, producing the effects of augury on a success with regards to the creature’s future. Regardless of the result, the creature is then immune to your Tell Fortune for 1 week.",
         "traits":"Concentrate, General, Manipulate, Prediction, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Fortune-Telling":4
         },
         "databaseID":1,
         "timestamp":"1774578266916"
      },
      {
         "id":"5f586b0f-02fe-4347-b365-b67c9b69266c",
         "name":"Tenacious Tosser",
         "textDescription":"You’ve always been told you have a good throwing arm and you know how to make the most of it! When you use the Interact action to pass off or take an item to an ally, you may increase the range you can throw to a 20-foot increment.<br><br>You can choose to give your Interact the flourish trait, allowing you to draw an item out of your bag that is 1 bulk or less and pass it off or give it to an ally, rolling to throw as normal.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266916"
      },
      {
         "id":"2074905f-1572-4ab3-8b40-d35f7abafb8d",
         "name":"The End Times Are Coming!",
         "level":7,
         "action":2,
         "textDescription":"<b>Prerequisites</b> master in Religion<br><br>You know how to strike fear and panic into everyone with doomsaying and warnings of divine retribution, even if you don't believe them yourself. Make a Religion check against the Will DC of all creatures of a specific faith within 30 feet. You must choose which faith as part of using this action. All creatures in the area, even those of another faith, are then temporarily immune for 1 hour.<br><br><b>Critical Success</b> The target becomes frightened 2 and its frightened condition cannot be reduced below 1 until it spends a single action praying.<br><b>Success</b> As critical success, except the target is frightened 1.<br><b>Critical Failure</b> You bolster the faith of those you chastise, and they gain a +1 status bonus to their next hostile action against you for 1 minute.",
         "traits":"Auditory, Emotion, Fear, General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":6
         },
         "databaseID":1,
         "timestamp":"1774578266916"
      },
      {
         "id":"9b9cd187-ffd2-4774-b037-cba642508067",
         "name":"The Farm Never Leaves You",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Farming Lore<br><br>You can take the person out of the farm, but never the farm out of the person. Your experience with micro-cultures of environments, animals, and plants has given you an attunement to the world that reaches further than simple farming, allowing you to use Farming Lore to Recall Knowledge on environments, weather, or creatures with the animal, fungus, or plant traits. In addition, you can spend 1 week of downtime to cultivate a farm from a plot of land, even if that land would normally be unable to provide adequate materials to farm. This allows you to cultivate a 1 square mile of agriculture by making a Farming Lore check to Earn Income using a task level of your level to create the farm, using the income generated for a week's work to provide any necessary materials for the farm. Once created, you and other creatures can attempt to Earn Income on the farm using a task level of your level or lower. If you choose a task level below your level, the GM may set a minimum task level for the environment if it is a particularly harsh climate for farming. As long as you successfully use Farming Lore to Earn Income on the land at least once per week, the area remains farmable by others. Creatures other than you may attempt to sustain the land for farming in your absence, but without your guidance the land requires 5 creatures to successfully Earn Income with Farming Lore to keep the farmland sustainable.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Farming":8
         },
         "databaseID":1,
         "timestamp":"1774578266916"
      },
      {
         "id":"07a4aea5-befc-4ed3-8935-7f9fbc9e6b79",
         "name":"The Show Must Go On",
         "level":15,
         "action":1,
         "textDescription":"<b>Prerequisites</b> legendary in Performance<br><b>Frequency</b> once per day<br><br>Your performances demand they be finished. You Perform against a very hard DC of your level. If you succeed, your performance is so triumphant that it cannot be stopped, not even by death. Until the beginning of your next turn, if you are reduced to 0 Hit Points, you avoid falling unconscious and remain at 1 Hit Point. Each time you would be reduced to 0 Hit Points, you increase your wounded value by 1. You can Sustain this performance on subsequent turns to prolong this effect, but if your wounded value reaches your maximum dying value, you die instantly.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":8
         },
         "databaseID":1,
         "timestamp":"1774578266916"
      },
      {
         "id":"8fe9606f-4a11-4f63-91d2-d048c723dcd2",
         "name":"Theological Academic",
         "textDescription":"<b>Prerequisites</b> trained in Religion<br><br>You know the prose and language often included in theological writings very well, and can consume such pieces quickly. When you use Religion to Decipher Writing, Research or otherwise gain knowledge from texts that require a Religion roll, you can perform the activity in half the normal amount of time and if you get a critical failure, you get a failure instead.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":2
         },
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"3d16fee6-437d-4a6c-869c-57bd5d63acae",
         "name":"Think Tank",
         "level":2,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Prerequisites</b> trained in at least one skill with the Recall Knowledge action.<br><b>Requirements</b> You are within 30 feet of your partner and can both Recall Knowledge against an enemy in the current encounter.<br><br>You huddle together with a fellow sophist, arguing whatever matters come to mind. While employing this teamwork, when either of you Recalls Knowledge you both roll the check and use the higher result between you. This is a fortune effect.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"62ab9301-a6cd-40cf-b54a-78188dda3bf2",
         "name":"Thought Thievery",
         "level":15,
         "action":1,
         "textDescription":"<b>Prerequisites</b> legendary in Thievery, master in Arcana or Occultism<br><br>With your signature blend of incredible thievery and obscure knowledge of the mind, you can employ tracing sigils on the side of a target’s head to steal even the very thoughts within. Attempt a Thievery check against the target’s Will DC. Regardless of the result, the target is then immune to Thought Thievery for 1 day.<br><br><b>Critical Success</b> You rob the target of their knowledge on the subject. Choose an action or activity with the concentrate trait other than the Cast a Spell activity. For 1 minute, the target has trouble performing the action, as you have stolen their expertise, giving the action or activity a DC 11 flat check. Creatures that fail this flat check lose the actions spent on the chosen action or activity in addition to the action or activities effects. The creature can spend a single action to regain their composure and remove this effect.<br><b>Success</b> As critical success, except it is a DC 5 flat check.<br><b>Critical Failure</b> The target puts forth enough mental defenses to repel your theft. Their mind rebukes your attempt, and you become stupefied 1 until the beginning of your next turn.",
         "traits":"Concentrate, General, Magical, Manipulate, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana||Occultism":6,
            "Thievery":8
         },
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"d48f2a65-8eae-46da-aa30-0c80bd962635",
         "name":"Tighten Hold",
         "level":2,
         "action":1,
         "textDescription":"<b>Prerequisites</b> expert in Athletics<br><b>Requirements</b> You have a creature grabbed or restrained.<br><br>You lock in around your target and squeeze harder, anchoring them into your inescapable grasp. Attempt an Athletics check against the creature’s Fortitude DC.<br><br><b>Critical Success</b> Your grip cannot be broken. The creature receives a –3 circumstance penalty to Escape until the start of your next turn.<br><b>Success</b> As a critical success, but the penalty is a –2.<br><b>Critical Failure</b> The creature is no longer grabbed or restrained.",
         "traits":"Attack, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":4
         },
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"6a691570-8c98-4ef3-a2c5-0d4819b0bf52",
         "name":"Timely Trivia",
         "level":2,
         "action":0,
         "textDescription":"<b>Prerequisites</b> expert in Academia Lore, Arcana, or Occultism<br><b>Trigger</b> An ally within 30 feet would attempt to Recall Knowledge during an encounter.<br><br>As a fount of boundless yet situational knowledge, you bring up a possibly useful fact during an opportune moment. You use Aid for the triggering ally’s check using the prerequisite skill and you do not need to have spent a preparatory action to Aid in this way.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Academia||Arcana||Occultism":4
         },
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"e881daac-58b7-4eff-adb9-c2c8c9d49911",
         "name":"To Know a Thief",
         "textDescription":"<b>Prerequisites</b> trained in Thievery<br><br>Using your experience in the field, you know the best way to capture your fellow ne’er-do-wells. You can use Thievery to Craft manacles, locks, and handcuffs, including using your higher proficiency for what items you can Craft. You gain a formula book and you immediately add the formulas for manacles, locks, and handcuffs to your formula book. In addition, you can build in fail safes for your own manacles, locks, and handcuffs which provide you or creatures aware of your fail safes to treat their degrees of success to Disable, Pick, or Escape them as one better.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"4ee7a694-79db-4c51-9dad-6b1c5b1bc7ee",
         "name":"Top Out",
         "textDescription":"<b>Prerequisites</b> expert in Acrobatics<br><br>You have learned to use momentum to kick your way atop obstacles and land on both feet. You can use Acrobatics to Climb instead of Athletics.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":4
         },
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"d5bacd4f-f165-4cd7-8aca-8cbdbc8eb77d",
         "name":"Trade of the Trade",
         "textDescription":"<b>Prerequisites</b> trained in Society<br><br>You have a keen understanding of market trends, price fluctuations, and trade practices. You can use Society when haggling or bartering with merchants. You can also use Society to determine the value of goods for sale, and may use Society in place of a skill associated with a magic tradition to Identify Magic on magic items for sale, though not on any other sorts of magic or item.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":2
         },
         "databaseID":1,
         "timestamp":"1774578266917"
      },
      {
         "id":"c307bea1-138e-43e3-a798-434def658dd0",
         "name":"Trained Stomach",
         "textDescription":"<b>Prerequisites</b> trained in Survival<br><br>You have devised methods for suppressing illness. You can use your Survival instead of Fortitude when you retch to attempt to remove the sickened condition. If you are a master in Survival, you can willingly ingest while you have the sickened condition.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":2
         },
         "databaseID":1,
         "timestamp":"1774578266918"
      },
      {
         "id":"67fe0d0b-862a-4b33-8657-4e916f162533",
         "name":"Transferable Parts",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Crafting<br><br>You have picked up some crafting techniques allowing you to translate useful skills from what you know to similar items. When you attempt to Craft an item, you can attempt to dismantle an item of equal or lower level that shares at least 2 traits with the item you are attempting to Craft as part of your Craft activity. You reduce the cost to Craft the item by the cost to Craft the item you are dismantling, replacing the item you dismantled with the item you Craft. If the items are particularly similar, such as attempting to Craft a halberd from a guisarme or an alchemist’s fire from an acid flask, you gain a +2 circumstance bonus to your check to Craft the new item.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Crafting":4
         },
         "databaseID":1,
         "timestamp":"1774578266918"
      },
      {
         "id":"ba401065-974c-4ff9-a57d-fc4b0dc07e99",
         "name":"Transitional Skills",
         "level":15,
         "textDescription":"<b>Prerequisites</b> master in a skill<br><br>You have drawn parallels between different types of skills in such a way that you assemble commonalities in how you operate to accentuate them. When you attempt a skill check with a skill you are only trained in that shares its attribute with a skill you are least a master in, you gain a +1 circumstance bonus to skill checks with that skill. If you are legendary in the skill you chose you gain a +1 circumstance bonus to skill checks in skills you are an expert in that share the same attribute as your legendary skill or a +2 circumstance bonus if you are only trained in that skill.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics||Arcana||Athletics||Crafting||Deception||Diplomacy||Intimidation||Medicine||Nature||Occultism||Performance||Religion||Society||Stealth||Survival||Thievery":6
         },
         "databaseID":1,
         "timestamp":"1774578266918"
      },
      {
         "id":"de832de2-304a-4fbc-a1f4-6b7b9c2f7a24",
         "name":"Translate Between",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Society<br><br>You act as a social glue, translating between two creatures as need be. When you attempt to Aid an ally on an action or activity that would take a penalty for not sharing a language, you can instead choose to reduce the circumstance penalty to the check for not sharing a language by 2, or by 4 if your Aid was a critical success. You must speak a language the target of the action or activity would understand or your check to Aid is automatically a failure. If you’re a master in Society, you provide a +1 circumstance bonus on a successful Aid in this way, or a +2 circumstance bonus if your check was a critical success, and if you are legendary the bonus on critical success is +3 instead of +2.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Society":4
         },
         "databaseID":1,
         "timestamp":"1774578266918"
      },
      {
         "id":"59fb846d-40e2-4aa5-930c-74ceec1728fc",
         "name":"Transmute Spell",
         "level":8,
         "action":1,
         "textDescription":"<b>Prerequisites</b> ability to cast spells from spell slots<br><b>Frequency</b> once per minute<br><br>Transmuting forms of magical energy is child's play to you. When you use this action, choose one of the following essences below, corresponding to your main spellcasting tradition. If a spell deals multiple damage types, change all damage types that meet the requirements.<br><br><b>Matter</b> (Arcane or Primal) If your next action is to Cast a Spell from your spell slots that deals physical damage and doesn't have a duration, you can change the damage type to acid, cold, electricity or fire damage.<br><b>Mind</b> (Arcane or Occult) If your next action is to Cast a Spell from your spell slots that deals energy damage and doesn't have a duration, you can change the damage type to mental, and the target takes additional mental damage equal to the spell’s rank.<br><b>Spirit</b> (Occult or Divine) If your next action is to Cast a Spell from your spell slots that deals physical damage and doesn't have a duration, you can change the damage type to spirit, and this spirit damage only damages creatures with a weakness to holy, spirit, or unholy.<br><b>Life</b> (Divine or Primal) If your next action is to Cast a Spell from your spell slots that deals energy damage and doesn't have a duration, you can change the damage type to vitality or void.",
         "traits":"Bard, Cleric, Concentrate, Druid, Oracle, Psychic, Sorcerer, Spellshape, Summoner, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266918"
      },
      {
         "id":"2e7a6be5-4052-4da8-9b6b-bf23ab2e2f14",
         "name":"Transpose Self",
         "level":7,
         "action":1,
         "textDescription":"<b>Prerequisites</b> master in Arcana<br><br>As a byproduct of being stuck in situations less than ideal for many mages, certain magic academics created this arcane trick to allow them to cross short distances safely and allow themselves to enter areas they are otherwise incapable of doing so. Attempt an Arcana check against a standard DC of your level. If the distance between your starting position and ending position contains any obstacles, barriers, creatures, or difficult terrain, the DC of the check increases to a very hard DC of your level.<br><br><b>Success</b> You teleport up to 15 feet to a space within your line of sight. You cannot use Transpose Self for 1 hour.<br><b>Critical Failure</b> Your teleportation attempt fails as you suffer force damage equal to your level from your body phasing improperly. You cannot use Transpose Self for 1 day.",
         "traits":"Uncommon, Arcane, Concentrate, General, Skill, Teleportation, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Arcana":6
         },
         "databaseID":1,
         "timestamp":"1774578266918"
      },
      {
         "id":"2460ccf2-f7d3-4beb-ac7f-43455354b487",
         "name":"Trauma Team",
         "level":4,
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25",
            "GENERAL_Battle Medicine"
         ],
         "textDescription":"<b>Prerequisites</b> Battle Medicine<br><b>Requirements</b> Your partner has Battle Medicine.<br><br>You and your partner come to each others’ aid in times of need. While employing this teamwork, when one of you is critically hit by an attack, or critically fails a save, the other may spend their reaction to Stride towards them. When one of you successfully restores Hit Points to the other using Battle Medicine, the target recovers additional Hit Points equal to your level.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266919"
      },
      {
         "id":"f1f02a5b-a0f9-4d67-a547-246a6bb6217e",
         "name":"Tread Where Others Cannot",
         "level":19,
         "reqFeats":[
            "GENERAL_Feather Step"
         ],
         "textDescription":"<b>Prerequisites</b> Feather Step<br><br>You are no stranger to tough terrains, so much so that they do not phase you as they do others. You can Step into greater difficult terrain. In addition, you treat the first 5-foot square of difficult terrain when you Stride as normal terrain for the purposes of your movement.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266919"
      },
      {
         "id":"c5d02d92-4491-4a5e-b8c7-b0ae7b662d60",
         "name":"Triumph Enabling Feat",
         "textDescription":"Give yourself a bonus level 1 class feat and take this feat if you want to enable taking triumph feats.",
         "traits":"Special, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266919"
      },
      {
         "id":"26f66e0c-f447-4401-8249-5e473971b750",
         "name":"Twin Onslaught",
         "action":1,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25"
         ],
         "textDescription":"<b>Prerequisites</b> trained in martial weapons<br><b>Requirements</b> You and your partner are both wielding the same weapon type with the twin trait.<br><br>Your complementary weapons work well together in combat. If one of you attacks with a weapon with the twin trait, the other receives the bonuses from the twin trait as if they attacked with their own twin weapon for 1 round.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Martial Weapons":2
         },
         "databaseID":1,
         "timestamp":"1774578266919"
      },
      {
         "id":"70d18b10-c8fb-47ba-a031-2076c8281c68",
         "name":"Undead Ètudiant",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Religion<br><br>You've come to study the undead quite closely, learning how the instinctual behavior of the mindless works and why the hungers of those with minds affect them the way they do. You learn Necril as a bonus language, or another language if you already know Necril. You can roll Religion to Make an Impression or Request things of undead, even if the undead is mindless. In the case of mindless undead, you attempt these checks against a standard DC of the creature’s level.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266919"
      },
      {
         "id":"68272374-d7ad-4a26-83a6-43aa4c35e560",
         "name":"Uninhibited Aid",
         "level":15,
         "textDescription":"Aiding your allies comes so naturally to you that you do so reflexively. The first time each turn you spend at least one action to prepare to Aid an ally, you gain an additional reaction that can be used only for the Aid reaction until the beginning of your next turn.",
         "traits":"General, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266919"
      },
      {
         "id":"dde69799-3b40-4b2c-85ee-2f8ccb2d8bde",
         "name":"Unmistakable Creatures",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in a Lore of a creature or creature type<br><br>You never confuse the creature you know of for another, nor do you confuse other creatures for it. When you critically fail to Recall Knowledge on a Lore for a creature or creature type, you get a failure instead. If another creature attempts to disguise itself as the creature of a Lore you are at least trained, you gain a +4 circumstance bonus to see through the disguise. When you become a master in a Lore for a creature or creature type, a creature must attempt a separate Deception check to Impersonate against your Lore DC in addition to your Perception DC, gaining the circumstance bonus to see through disguises to your Lore DC as well.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"c410b00c-801b-4242-8b7d-702c94e79061",
         "name":"Unpredictable Diversion",
         "level":2,
         "action":2,
         "textDescription":"<b>Prerequisites</b> expert in Deception<br><br>You create a truly unpredictable diversion, throwing your enemies way off. You Create a Diversion. If you get a success, your hidden condition does not end until the beginning of your next turn instead of the end of your turn. Creatures you are hidden towards can still have you Pointed Out by their allies and they can still attempt to Seek for you to find you.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Deception":4
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"d98ba29c-9688-47ed-9d9a-19a2a42acbd0",
         "name":"Unseen Allies",
         "level":15,
         "reqFeats":[
            "GENERAL_Quiet Allies"
         ],
         "textDescription":"<b>Prerequisites</b> legendary in Stealth, Quiet Allies<br><br>You lead your group with such skill, no one will ever know any of you were there. When Avoiding Notice using Quiet Allies, you can use your modifier instead of the lowest of the group to roll a single Stealth check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Stealth":8
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"2880cb75-407e-42b4-b55f-05f2fae1bf02",
         "name":"Untangle Ally",
         "level":7,
         "reqFeats":[
            "5d24f7d0-553f-43bc-b4c2-9ad7a8035c17"
         ],
         "textDescription":"<b>Prerequisites</b> master in Thievery, Escape Artist<br><br>You know how to pry others from dire straits and tangled messes. You can use Thievery to attempt to counteract an effect that has an adjacent ally grabbed, immobilized, or restrained. Your counteract level for this check is equal to your level.",
         "traits":"Concentrate, General, Manipulate, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"8b98840b-6c70-4543-83f6-eb5822fc98d2",
         "name":"Vault",
         "action":1,
         "textDescription":"<b>Prerequisites</b> trained in Acrobatics<br><br>You are able to vault over small obstacles with little effort. You Stride up to your Speed. During this movement, you can try to move through a single 5-foot cube of difficult terrain or that has an obstacle you could vault over the top (such as a short wall, a trench, a table or a piece of furniture). Attempt an Acrobatics check against a DC 20 to ignore the difficult terrain or obstacles in the area.<br><br>If you are an expert in Acrobatics, you can choose to increase the DC to 25 to ignore two 5-foot cubes, and if you are a master in Acrobatics, you can increase the DC to 30 to ignore four 5-foot cubes. If you are legendary in Acrobatics, you can increase the DC to 40 to ignore eight 5-foot cubes. These cubes must be adjacent to each other, but they can be arranged in any direction.<br><br><b>Success</b> You continue your movement through the area as if the difficult terrain or object were not present.<br><b>Critical Failure</b> You fall prone.<br><br><b>Special</b> If you have the panache class feature, this action gains the bravado trait.",
         "traits":"Flourish, General, Move, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Acrobatics":2
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"45fa0f72-aa3e-4a36-8f84-270f179b172a",
         "name":"Vehicle Theft",
         "textDescription":"<b>Prerequisites</b> trained in Thievery<br><br>When in the business of stealing vehicles, you learn on the job how to make a quick getaway with the score itself. You can use Thievery in place of Driving Lore or Piloting Lore for piloting checks when piloting vehicles and if you attempt to Disable a vehicle, you gain a +2 circumstance bonus to your check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Thievery":2
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"d7ea59e5-1943-4b80-a7e6-d7b7f24d9ce8",
         "name":"Venomous Visionary",
         "level":7,
         "action":2,
         "textDescription":"<b>Prerequisites</b> master in Survival<br><br>You can easily determine whether creatures or fauna possess poisonous or venomous characteristics. Choose a creature or object within 30 feet you can perceive. You attempt a Survival check against the target’s Deception DC or Stealth DC if you targeted a creature, or the DC of the poison if you targeted an object. If you succeed, you gain the effects of detect poison against the target. If you are legendary in Survival, you gain the effects of a 2nd-rank detect poison. Regardless of the result, you cannot use Venomous Visionary on the target for 1 day.",
         "traits":"Uncommon, Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":6
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"02fb44da-09cf-44cb-94d4-36a932e29496",
         "name":"Veridical Readings",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Fortune-Telling Lore<br><br>The fortunes you tell are exceptionally accurate. When your GM would attempt a flat check to determine the results of a future-telling effect (such as falsely giving you a result of “nothing” on a casting of augury), you reduce the DC of the flat check by 3. If you are legendary in Fortune-Telling Lore, the DC is reduced by 4.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Fortune-Telling":6
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"484995f2-c98e-4ed4-894f-5610675f174a",
         "name":"Veterinary Training",
         "textDescription":"<b>Prerequisites</b> trained in Medicine, trained in Nature<br><br>While not all doctors may be experienced in the treatment of beasts and animals, you have a way with such creatures, tending their wounds with care and ensuring their wellbeing. When you Treat Wounds on an animal companion or a familiar and you roll a success, you get a critical success instead. In addition, if you successfully use Treat Wounds on an animal that is Indifferent or worse towards you, their attitude towards you improves by one step. A creature cannot improve its attitude towards you in this way more than once per week.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":2,
            "Nature":2
         },
         "databaseID":1,
         "timestamp":"1774578266920"
      },
      {
         "id":"056cc810-b5bd-4dfb-84cb-2ff47eb3cba8",
         "name":"Walking Affliction",
         "level":15,
         "reqFeats":[
            "830bda03-e7dc-467a-937d-e031704e80a0"
         ],
         "textDescription":"<b>Prerequisites</b> legendary in Medicine, Affliction Mithridatism<br><br>You have taken in so many doses of certain poisons or diseases, you become permanently safe from them while easily inflicting them upon others. If you successfully use Affliction Mithridatism on a singular poison or disease for 7 consecutive days(with a critical success counting as two days), you become permanently immune to the disease or poison. You can only ever be immune to a single poison or disease at a time. If you become immune to another poison or disease from this ability, you lose your immunity to the previous affliction.<br><br>Once you become immune to an affliction, once per day, you can Interact to coat your unarmed attack, a melee weapon, or ranged weapon with the poison or disease you chose. The next time you successfully Strike with the weapon, the target creature is exposed to the poison or disease. If your Strike was a critical success, the target takes a –2 circumstance penalty to their save against the affliction. You retain the coating until you make a successful Strike or you critically fail a Strike with the unarmed attack or weapon that had your coating.<br><br>Alternatively, you can Interact to spike food or drinks, causing the target to be afflicted when they consume the spiked food or drink.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Medicine":8
         },
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"2140f21b-a730-4618-9806-10b05eaca211",
         "name":"Wallbreaker",
         "level":15,
         "textDescription":"<b>Prerequisites</b> legendary in Athletics<br><br>Walls are simply piles of stones; it is a simple feat to walk through them. You can Stride through a wall of item hardness equal to your level no thicker than 5 feet, treating the wall as greater difficult terrain. When you do so, you leave a hole behind you in your general size. Similarly to a Stride, you can Ignore Walls when you Burrow, Climb, Fly, or Swim if you have the corresponding movement type.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Athletics":8
         },
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"2fe03518-1bca-4e5f-84f2-51825dc290f4",
         "name":"Ward the Sanctified",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Religion, holy or unholy trait<br><br>You know that carrying deific symbols and sanctified tokens is enough to give you protection from opposing forces. You can spend 1 minute arranging and imbuing trinkets on a creature, to protect them from their ire of creatures with the opposing trait and making a secret Religion check. You can only have Ward the Sanctified on one creature at a time, and using Ward the Sanctified again immediately ends any previous effects. When the target ally encounters a creature with the opposing trait for the first time, the GM compares the result of your Religion check against the Will DC of the creature. Regardless of the result, the creature is temporarily immune to the effects of Ward the Sanctified for 1 day.<br><br><b>Critical Success</b> The creature takes a –2 status penalty to attack rolls against the warded creature until the end of its next turn.<br><b>Success</b> As a critical success, but the status penalty is –1.<br><b>Critical Failure</b> You made a mistake, and invigorate the creature’s wrath against the warded. The creature gains a +2 status bonus to damage against the warded creature.",
         "traits":"Exploration, General, Manipulate, Secret, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Religion":4
         },
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"c5363e62-7766-4cde-9dd8-cf0cfac4a32c",
         "name":"Warrior’s Rally",
         "level":7,
         "textDescription":"<b>Prerequisites</b> master in Intimidation<br><br>Some forms of intimidation can inspire like that of a performance. You perform a spectacular and roaring war dance or song to boost the morale of your party. Make an Intimidation check against a very hard DC of your level by spending 1 minute rallying your allies. All allies within a 15-foot emanation are affected by your Warrior’s Rally for 10 minutes, or for 1 hour if you are legendary in Intimidation. Regardless of the result, allies affected by your Warrior’s Rally are temporarily immune to its effects for 1 day.<br><br><b>Critical Success</b> The creature gains a +2 status bonus to their next attack roll, after which the effect immediately ends.<br><b>Success</b> As critical success, but a +1 status bonus.",
         "traits":"Auditory, Emotion, Exploration, General, Mental, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Intimidation":6
         },
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"8f58b144-52eb-4399-8e25-6a15ae046d77",
         "name":"Watch and Learn",
         "level":7,
         "action":-1,
         "textDescription":"<b>Prerequisites</b> master in Performance<br><b>Frequency</b> once per day<br><b>Trigger</b> An ally succeeds at a Strength- or Dexterity-based skill check.<br><br>You look at an ally’s success and emulate them exactly. If you attempt the same skill check within the next 3 rounds, you can use Performance at a –2 circumstance penalty instead of the normal skill for the check. When you become legendary in Performance, you have up to 1 minute from when your ally succeeded their check to attempt your check.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Performance":6
         },
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"ef571507-154c-4ec3-bc6a-61012345af79",
         "name":"Water from a Stone",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>You have learned to find water in unlikely places. You can make a DC 20 Survival check to produce 2 gallons of water by spending 10 minutes digging a small well, gathering from nearby plants and wildlife, or locating running water. The GM may choose to increase this DC in locations where water is particularly scarce, such as a desert, but the DC is typically no higher than 30. If you are a master in Survival, you can instead produce up to 4 gallons of water, and if you are legendary in Survival you can produce up to 8 gallons of water. After you use Water from a Stone, you cannot use it again within 500 feet of the area it was used until 1 day has passed.",
         "traits":"Exploration, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"2d1aa6f2-c276-4bbf-99e3-36dbf7f5cd5a",
         "name":"Weather Acclimation",
         "textDescription":"<b>Prerequisites</b> trained in a Lore related to a terrain type<br><b>Requirements</b> You are in the terrain associated with your related Lore.<br><br>You are not as affected by weather changes of a terrain you are familiar with. You are always considered dressed for the weather while in your terrain. When you attempt a save against weather conditions or against natural hazards, you gain a +2 circumstance bonus to your save. When you become a master in the required Lore, you also ignore circumstance penalties to skill checks from weather or natural hazards while in your terrain.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"d185afda-ed18-44c9-9d91-d64b2ae0de63",
         "name":"Well-Traveled Explorer",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Survival<br><br>Marching through treacherous terrain has left you well accustomed to the challenges of nature. If you spend 1 minute analyzing the terrain, you can use Survival instead of Athletics to Climb, Jump, and Swim when interfacing with natural surroundings. In addition, you can use Survival to Aid your allies on these checks.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Survival":4
         },
         "databaseID":1,
         "timestamp":"1774578266921"
      },
      {
         "id":"cce1fc61-b778-4526-be4f-da81a17e7225",
         "name":"What If I Do This?",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Engineering Lore<br><br>You are always questioning how to handle a situation, and trial and error can still be effective. You can use Engineering Lore for the Repair activity instead of Crafting and to Disable Device instead of Thievery. You can select skill feats with a prerequisite rank in Crafting or Thievery using your rank in Engineering Lore instead, so long as the skill feats only interact with the Repair or Disable Device activity (subject to GM discretion).",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Engineering":4
         },
         "databaseID":1,
         "timestamp":"1774578266922"
      },
      {
         "id":"16071abb-4bef-4b6c-9458-1c76dbee4835",
         "name":"Work-Life Balance",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Labor Lore<br><br>You are able to cleanly separate your job from the rest of your life. During downtime, for every week you spend doing activities besides Earn Income, you may also Earn Income for one day as you work intermittently during that week. If you’re a master in Labor Lore, this increases to three days per week, and if you’re legendary, you may Earn Income for a day for every day spent not doing the Earn Income activity.",
         "traits":"General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Lore: Labor":4
         },
         "databaseID":1,
         "timestamp":"1774578266922"
      },
      {
         "id":"c7c6a7e4-d530-48d4-964b-077179ac6d15",
         "name":"Wrathful Protector",
         "level":10,
         "action":-1,
         "reqFeats":[
            "c5d02d92-4491-4a5e-b8c7-b0ae7b662d60"
         ],
         "textDescription":"<b>Prerequisites</b> expert in martial weapons<br><b>Trigger</b> You successfully Strike an enemy that critically hit an ally within the last turn.<br><br>When you witness an ally harmed grievously, you respond in kind with an invigorating rebuke. You gain temporary Hit Points equal to half your level and a +4 status bonus to damage against the triggering enemy. If you fell the triggering enemy, you can select one of its allies to become the new target of your Wrathful Protector, but the enemy must have taken a hostile action you or one of your allies during the current encounter. If the triggering enemy had no allies, you stop celebrating your triumph. If you are at least 16th level, the status bonus increases to +6. You gain the Furious Response bold activity.<br><br><b>Furious Response</b> 2-action (bold, flourish) <b>Effect</b> You advance on the enemy that wronged your ally. You can choose to Stride or Strike thrice, choosing between Stride or Strike for each of your three choices. Your Strides must be towards the required enemy of Wrathful Protector and your Strikes must be against this same enemy.<br><br>Alternatively, you can Cast a Spell that deals damage that would take 3 actions or less to cast instead of Striding or Striking thrice. If you choose to Cast a Spell that takes 2-actions or less to cast, you can use a 1-action spellshape you have access to before you Cast the Spell as part of your Furious Response. The spell must target the required enemy or include them in its area of effect.",
         "traits":"Triumph, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Martial Weapons":4
         },
         "databaseID":1,
         "timestamp":"1774578266922"
      },
      {
         "id":"007cb73b-2b1f-4310-86d5-68573ec4786b",
         "name":"X-pattern Strike",
         "level":6,
         "action":2,
         "reqFeats":[
            "2e522b42-94f9-48ed-8898-7ac6aee9cd25",
            "26f66e0c-f447-4401-8249-5e473971b750"
         ],
         "textDescription":"<b>Prerequisites</b> Twin Onslaught<br><b>Requirements</b> You are employing Twin Onslaught and you and your partner have an enemy within your respective reaches.<br><br>You need to meet this requirement only to employ this teamwork, not to remain in it.<br><br>You and your partner decimate an enemy using a tandem attack. Make a Strike against the required enemy and your partner can immediately Strike the same enemy by spending their reaction. This counts as two attacks when calculating your multiple attack penalty.",
         "traits":"Teamwork, Animist, Alchemist, Barbarian, Bard, Champion, Cleric, Commander, Druid, Exemplar, Fighter, Guardian, Gunslinger, Inventor, Investigator, Kineticist, Magus, Monk, Oracle, Psychic, Ranger, Rogue, Sorcerer, Summoner, Swashbuckler, Thaumaturge, Witch, Wizard, 3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266922"
      },
      {
         "id":"57554999-2be9-4b20-8238-cd9ae52a41c3",
         "name":"Xenoglossy",
         "level":2,
         "textDescription":"<b>Prerequisites</b> expert in Occultism<br><b>Frequency</b> once per hour<br><br>Whether through the influence of the paranormal, the unexplained workings of the brain, or by experiencing a glimpse of your past life, you obtain the ability to speak a language you didn’t previously know through inexplicable means. By spending 1 minute, you open your mind to the occult and attempt an Occultism check against a DC 20. If you are a master in Occultism, you can instead do this as a 3-action activity at a DC 30, and if you are legendary in Occultism, as a single action at a DC 40.<br><br><b>Critical Success</b> You gain the ability to speak one language you do not already know of your choice for 5 minutes and you forget it afterwards.<br><b>Success</b> As critical success, but the duration is only 1 minute.<br><b>Critical Failure</b> Your mind strains at your attempts to purposely invoke this phenomenon and you are stupefied 2 for 1 round and you cannot attempt to use Xenoglossy again for 1 day.",
         "traits":"Concentrate, General, Skill, 3P:Team+",
         "src":"Feats+",
         "hashMapRequiredProficiences":{
            "Occultism":4
         },
         "databaseID":1,
         "timestamp":"1774578266922"
      }
   ],
   "listCustomSpecial":[
      {
         "name":"Sudden Charge",
         "id":"ea221326-a5b9-4707-8fb8-09eb787cf2be",
         "description":"You gain Sudden Charge.",
         "traits":"3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266923",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"FIGHTER_Sudden Charge",
               "reference":"adb3885b-8c80-45e8-8dd9-f68133431d5c"
            }
         ]
      },
      {
         "name":"Vicious Swing",
         "id":"8e922aba-ffa7-448b-8234-a1bdd50ce207",
         "description":"You gain Vicious Swing.",
         "traits":"3P:Team+",
         "src":"Feats+",
         "databaseID":1,
         "timestamp":"1774578266923",
         "listCustomEffects":[
            {
               "effectType":14,
               "string0":"FIGHTER_Power Attack",
               "reference":"6203ae06-b7a6-423d-acfc-483426806d1d"
            }
         ]
      },
      {
         "name":"Front-Line Adept",
         "id":"1625e3d3-7096-4890-88da-20000672e6a8",
         "description":"You gain your choice of the Sudden Charge or Vicious Swing activity.",
         "traits":"3P:Team+",
         "src":"Feats+",
         "specialType":-1,
         "databaseID":1,
         "timestamp":"1774578266923",
         "listChildIDs":[
            "ea221326-a5b9-4707-8fb8-09eb787cf2be",
            "8e922aba-ffa7-448b-8234-a1bdd50ce207"
         ]
      }
   ]
}