{
	"feat": [
		{
			"name": "Absorb Spell",
			"source": "LOCG",
			"page": 114,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"featType": {
				"archetype": [
					"Spellmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Spellmaster Dedication|LOCG}, spell repertoire or ability to prepare spells",
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"trigger": "You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast.",
			"entries": [
				"You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects."
			],
			"leadsTo": [
				"Retain Absorbed Spell|LOPSG"
			]
		},
		{
			"name": "Adaptive Mask Familiar",
			"source": "LOCG",
			"page": 101,
			"level": 6,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Mask Familiar|LOCG}",
			"entries": [
				"Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two."
			]
		},
		{
			"name": "Adroit Manipulation",
			"source": "LOCG",
			"page": 44,
			"level": 1,
			"traits": [
				"uncommon",
				"halfling"
			],
			"access": "Mihrini ethnicity",
			"entries": [
				"You've fiddled with knots, locks, and blacksmith's puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in {@skill Thievery} (or another skill of your choice, if you're already trained in {@skill Thievery}). If you roll a success on a {@skill Thievery} check to {@action Pick a Lock}, you get a critical success instead."
			]
		},
		{
			"name": "Advanced Order Training",
			"source": "LOCG",
			"page": 81,
			"level": 12,
			"featType": {
				"archetype": [
					"Hellknight Armiger",
					"Hellknight",
					"Hellknight Signifer"
				]
			},
			"traits": [
				"uncommon",
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Armiger Dedication|LOWG}; {@feat Hellknight Dedication|LOCG} or {@feat Hellknight Signifer Dedication|LOCG}",
			"entries": [
				"You gain the greater order benefit for the Hellknight order to which you belong."
			]
		},
		{
			"name": "Aegis of Arnisant",
			"source": "LOCG",
			"page": 94,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Knight Vigilant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Vigilant Dedication|LOCG}, {@feat Shield Block}, master in {@skill Religion}",
			"requirements": "You are wielding a shield.",
			"entries": [
				"Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction:",
				{
					"type": "ability",
					"name": "Absorb into the Aegis",
					"activity": {
						"entry": "{@as R}",
						"number": 1,
						"unit": "reaction"
					},
					"traits": [
						"manipulate"
					],
					"trigger": "An enemy casts a spell that targets you or an ally within 15 feet of you.",
					"entries": [
						"You interpose your shield's ward against the spell. Attempt a counteract check, using your {@skill Religion} modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level."
					]
				}
			]
		},
		{
			"name": "Agonizing Rebuke",
			"source": "LOCG",
			"page": 50,
			"level": 5,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"When you terrorize your enemies, you also cause them painful mental distress.",
				"When you successfully {@action Demoralize} a foe, that foe takes {@damage 1d4} mental damage at the start of each of its turns as long as it remains {@condition frightened} and continues to engage in combat with you. If you have master proficiency in {@skill Intimidation}, the damage increases to {@damage 2d4}, and if you have legendary proficiency, the damage increases to {@damage 3d4}."
			]
		},
		{
			"name": "Alchemical Scholar",
			"source": "LOCG",
			"page": 50,
			"level": 1,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need {@feat Alchemical Crafting} to {@action Craft} alchemical items."
			],
			"special": [
				"You can take this feat only at 1st level, and you can't retrain into or out of this feat."
			]
		},
		{
			"name": "Ankle Bite",
			"source": "LOCG",
			"page": 38,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 5,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Fang Sharpener|LOCG} or {@ancestry goblin|crb|razortooth goblin|razortooth} heritage",
			"trigger": "A foe gives you the {@condition grabbed} or {@condition restrained} condition using a part of its body.",
			"entries": [
				"Whenever someone grabs onto you, you instinctively bite down hard. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it's both satisfying and tasty. Make a jaws {@action Strike} against the triggering foe.",
				"On a critical hit, you are no longer {@condition grabbed}. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}."
			]
		},
		{
			"name": "Arcane Tattoos",
			"source": "LOCG",
			"page": 11,
			"level": 1,
			"traits": [
				"uncommon",
				"human"
			],
			"access": "Varisian ethnicity or New Thassilon nationality",
			"entries": [
				"You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: {@trait abjuration} ({@spell shield}), {@trait conjuration} ({@spell tanglefoot}), {@trait enchantment} ({@spell daze}), {@trait evocation} ({@spell electric arc}), {@trait illusion} ({@spell ghost sound}), {@trait necromancy} ({@spell chill touch}), or {@trait transmutation} ({@spell sigil}). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will."
			],
			"leadsTo": [
				"Ornate Tattoo|LOCG",
				"Virtue-forged Tattoos|LOCG"
			]
		},
		{
			"name": "Avenge in Glory",
			"source": "LOCG",
			"page": 20,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"uncommon",
				"dwarf"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "An ally within 30 feet gains the {@condition dying} condition.",
			"access": "mountain dwarf ethnicity",
			"entries": [
				"You honor your ally's life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls."
			]
		},
		{
			"name": "Backup Disguise",
			"source": "LOCG",
			"page": 71,
			"level": 2,
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Deception}",
			"entries": [
				"You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to {@action Impersonate} as a 3-action activity.",
				"If you have master proficiency in {@skill Deception}, it is instead a 2-action activity, and if you have legendary proficiency, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to {@action Impersonate}, but you can have only one backup disguise at a time. Having a backup disguise doesn't allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it's possible that a thorough search might reveal some elements of the disguise (see {@action Conceal an Object} in the {@skill Stealth} skill)."
			]
		},
		{
			"name": "Bark And Tendril",
			"source": "LOCG",
			"page": 55,
			"level": 9,
			"traits": [
				"leshy"
			],
			"entries": [
				"You wield primal magic. You can cast {@spell barkskin} and entangle as 2nd-level primal innate spells once per day each."
			]
		},
		{
			"name": "Battleforger",
			"source": "LOCG",
			"page": 21,
			"level": 9,
			"traits": [
				"dwarf"
			],
			"prerequisites": "master in {@skill Crafting}",
			"entries": [
				"You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor's item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune."
			]
		},
		{
			"name": "Blade of Law",
			"source": "LOCG",
			"page": 84,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Hellknight"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Dedication|LOCG}",
			"entries": [
				"You call upon the power of law and make a weapon or unarmed {@action Strike} against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The {@action Strike} deals two extra weapon damage dice if the target of your {@action Strike} is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage."
			]
		},
		{
			"name": "Blade of the Crimson Oath",
			"source": "LOCG",
			"page": 95,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Knight Reclaimant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Reclaimant Dedication|LOCG}",
			"entries": [
				"You call upon the Crimson Oath to smite undead and then make a weapon or unarmed {@action Strike} against an undead foe. The {@action Strike} deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage."
			]
		},
		{
			"name": "Boaster's Challenge",
			"source": "LOCG",
			"page": 74,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"archetype",
				"mental"
			],
			"prerequisites": "expert in {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation}; {@feat Firebrand Braggart Dedication|LOCG}",
			"entries": [
				"You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation} check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed {@action Strike||Strikes} against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute."
			],
			"leadsTo": [
				"Demanding Challenge|LOCG"
			]
		},
		{
			"name": "Bouncy Goblin",
			"source": "LOCG",
			"page": 37,
			"level": 1,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|unbreakable goblin|unbreakable} heritage",
			"entries": [
				"You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in {@skill Acrobatics} (or another skill of your choice, if you were already trained in {@skill Acrobatics}). You also gain a +2 circumstance bonus to {@skill Acrobatics} checks to {@action Tumble Through} a foe's space."
			],
			"leadsTo": [
				"Roll with It|LOCG"
			]
		},
		{
			"name": "Bravo's Determination",
			"source": "LOCG",
			"page": 75,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "expert in {@skill Deception}, {@feat Firebrand Braggart Dedication|LOCG}",
			"trigger": "A foe's {@action Strike} reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed.",
			"entries": [
				"Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a {@skill Deception} check against the attack DC of the triggering {@action Strike}. You take a penalty to this check equal to twice your {@condition wounded} value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You avoid being knocked out and remain at 1 Hit Point.",
						"Success": "You avoid being knocked out and remain at 1 Hit Point, but you increase your {@condition wounded} value by 1."
					}
				}
			]
		},
		{
			"name": "Brightness Seeker",
			"source": "LOCG",
			"page": 27,
			"level": 9,
			"traits": [
				"elf"
			],
			"entries": [
				"Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast {@spell augury} as an innate divine spell. Unless the result of the {@spell augury} was \"nothing,\" you gain the following reaction for the next 30 minutes:",
				{
					"type": "ability",
					"name": "Call Upon the Brightness",
					"activity": {
						"unit": "reaction",
						"number": 1
					},
					"traits": [
						"concentrate"
					],
					"trigger": "You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven't rolled yet",
					"entries": [
						"You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the {@spell augury} was \"woe\" and you proceeded anyway."
					]
				}
			]
		},
		{
			"name": "Cascade Bearers Flexibility",
			"source": "LOCG",
			"page": 101,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype",
				"metamagic"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Cascade Bearers affiliation",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"requirements": "You haven't yet acted on your turn.",
			"entries": [
				"You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level."
			]
		},
		{
			"name": "Cascade Bearers Spellcasting",
			"source": "LOCG",
			"page": 103,
			"level": 10,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Cascade Bearers affiliation",
			"entries": [
				"Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell."
			]
		},
		{
			"name": "Charged Creation",
			"source": "LOCG",
			"page": 104,
			"level": 12,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Persistent Creation|LOCG}",
			"entries": [
				"Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you."
			]
		},
		{
			"name": "Chosen of Lamashtu",
			"source": "LOCG",
			"page": 38,
			"level": 5,
			"traits": [
				"goblin"
			],
			"prerequisites": "worshipper of Lamashtu",
			"entries": [
				"You bear the favor and blessings of Lamashtu, the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage.",
				"Choose one goblin heritage that you do not already have; you gain that heritage and its benefits."
			]
		},
		{
			"name": "Clan Protector",
			"source": "LOCG",
			"page": 20,
			"level": 5,
			"traits": [
				"dwarf"
			],
			"entries": [
				"Your clan dagger can protect your allies as easily as yourself. When you use an {@action Interact} action to gain a circumstance bonus to AC from your clan dagger's {@trait parry} trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple {@action Interact} actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you."
			]
		},
		{
			"name": "Clan's Edge",
			"source": "LOCG",
			"page": 20,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"dwarf"
			],
			"prerequisites": "trained in clan daggers",
			"entries": [
				"By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger {@action Strike||Strikes} against different targets. Your multiple attack penalty applies normally to these {@action Strike||Strikes}. You then use an {@action Interact} action to gain the +1 circumstance bonus to your AC from your clan dagger's parrying trait."
			],
			"leadsTo": [
				"Protective Sheath|LOCG"
			]
		},
		{
			"name": "Cobble Dancer",
			"source": "LOCG",
			"page": 45,
			"level": 13,
			"traits": [
				"halfling"
			],
			"entries": [
				"You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can {@action Step} into {@quickref difficult terrain||3|terrain} and enemies in {@quickref difficult terrain||3|terrain} are {@condition flat-footed} to you."
			]
		},
		{
			"name": "Courteous Comeback",
			"source": "LOCG",
			"page": 11,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 1,
			"traits": [
				"uncommon",
				"fortune",
				"human"
			],
			"trigger": "You critically fail a {@skill Diplomacy} check.",
			"requirements": "You're in a settlement or community, and you haven't used Courteous Comeback in this settlement or community within the past month.",
			"access": "Keleshite nationality",
			"entries": [
				"You grew up in the proud Padishah Empire, where even insults have a certain poetic wit. Reroll the triggering {@skill Diplomacy} check, using the second result."
			]
		},
		{
			"name": "Cunning Climber",
			"source": "LOCG",
			"page": 45,
			"level": 9,
			"traits": [
				"halfling"
			],
			"entries": [
				"Whether you are climbing a ship's rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can't.",
				"You gain a climb Speed of 10 feet."
			]
		},
		{
			"name": "Daredevil's Gambit",
			"source": "LOCG",
			"page": 75,
			"level": 12,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Daring Act|LOCG}",
			"entries": [
				"If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is {@condition flat-footed} against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC {@flatDC 15} flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you."
			]
		},
		{
			"name": "Daring Act",
			"source": "LOCG",
			"page": 74,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "trained in {@skill Acrobatics} or {@skill Athletics}, {@feat Firebrand Braggart Dedication|LOCG}",
			"entries": [
				"You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an {@skill Acrobatics} or {@skill Athletics} check against your target's Reflex DC. If you succeed, you can {@action Stride} up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is {@condition flat-footed} against the next melee attack you attempt against it before the end of your turn."
			],
			"leadsTo": [
				"Daredevil's Gambit|LOCG",
				"Daring Flourish|LOCG"
			]
		},
		{
			"name": "Daring Flourish",
			"source": "LOCG",
			"page": 75,
			"level": 10,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Daring Act|LOCG}",
			"entries": [
				"You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee {@action Strike} against the target or attempt to {@action Disarm} the target. The target is {@condition flat-footed} against the {@action Strike} you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn."
			]
		},
		{
			"name": "Darkseer",
			"source": "LOCG",
			"page": 13,
			"level": 5,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Gloomseer|LOCG}",
			"entries": [
				"Zon-Kuthon smiles upon you\u2014even if you curse his name\u2014granting you pitch-black eyes that allow you to see in shadows and darkness. You gain {@ability darkvision}."
			]
		},
		{
			"name": "Death's Door",
			"source": "LOCG",
			"page": 115,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"featType": {
				"archetype": [
					"Swordmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Swordmaster Dedication|LOCG}",
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"trigger": "You take damage that would reduce you to 0 Hit Points.",
			"entries": [
				"You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked {@condition unconscious}, nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds."
			]
		},
		{
			"name": "Defiance Unto Death",
			"source": "LOCG",
			"page": 26,
			"level": 5,
			"traits": [
				"uncommon",
				"elf"
			],
			"access": "Spiresworn elf",
			"entries": [
				"You loathe the alghollthus and their mind magic, and you've been trained to be willing to die rather than give into mental manipulation. If you would start your turn {@condition confused}, {@condition controlled}, or {@condition fleeing} due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become {@condition paralyzed} until your next turn, rather than act against your will."
			]
		},
		{
			"name": "Demanding Challenge",
			"source": "LOCG",
			"page": 75,
			"level": 10,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Boaster's Challenge|LOCG}",
			"entries": [
				"If your skill check to challenge a foe is a success, the target of your challenge takes a\u20131 circumstance penalty to attack rolls (or \u20132 if you critically succeed) until the end of your next turn."
			]
		},
		{
			"name": "Devil's Advocate",
			"source": "LOCG",
			"page": 11,
			"level": 1,
			"traits": [
				"uncommon",
				"human"
			],
			"access": "Chelaxian nationality",
			"entries": [
				"You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to {@skill Perception} checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a {@skill Diplomacy} check to {@action Make an Impression} on that creature rather than needing to converse for 1 minute. You take a \u20135 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result."
			],
			"special": [
				"If you have the {@feat Glad-Hand} skill feat, you don't take the penalty to your immediate {@skill Diplomacy} check if the target is a devil."
			]
		},
		{
			"name": "Dragon Prince",
			"source": "LOCG",
			"page": 14,
			"level": 9,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Dragon Spit|LOCG}",
			"entries": [
				"The blood of the Dragon Kings runs strong in your veins. Your draconic heritage is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon's scales. You can cast the {@spell dragon breath} sorcerer bloodline spell as an innate arcane spell once per day, but you can use only the dragon breath that is associated with your heritage and that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level."
			]
		},
		{
			"name": "Dragon Spit",
			"source": "LOCG",
			"page": 12,
			"level": 1,
			"traits": [
				"human"
			],
			"prerequisites": "Tian-Dan ethnicity",
			"entries": [
				"Many Tian-Dan claim to have dragon blood in their veins, and in your case, this is true\u2014you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: {@spell acid splash}, {@spell electric arc}, {@spell produce flame}, or {@spell ray of frost}. You can cast this spell as an innate arcane spell at will, and when you cast it, the spell's energy emerges from your mouth."
			],
			"leadsTo": [
				"Dragon Prince|LOCG"
			]
		},
		{
			"name": "Dualistic Synergy",
			"source": "LOCG",
			"page": 104,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype",
				"metamagic"
			],
			"prerequisites": "{@feat Halcyon Speaker Dedication|LOCG}",
			"entries": [
				"If your next action is to {@action Cast a Spell} from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to {@action Recall Knowledge} with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits."
			],
			"leadsTo": [
				"Fulminating Synergy|LOCG",
				"Synergistic Spell|LOCG",
				"Shared Synergy|LOCG"
			]
		},
		{
			"name": "Easily Dismissed",
			"source": "LOCG",
			"page": 44,
			"level": 5,
			"traits": [
				"uncommon",
				"halfling"
			],
			"access": "Chelaxian nationality",
			"entries": [
				"You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to {@action Hide} and {@action Sneak}, even when {@condition observed}.",
				"On a success, you aren't {@condition hidden} or {@condition undetected}, but other creatures simply don't take particular notice of you, even though they can see you. You can't use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to {@action Hide} or {@action Sneak} or otherwise take particularly salient actions (GM's discretion), observers notice you right away."
			],
			"leadsTo": [
				"Fade Away|LOCG"
			]
		},
		{
			"name": "Eclectic Obsession",
			"source": "LOCG",
			"page": 33,
			"level": 5,
			"traits": [
				"gnome"
			],
			"prerequisites": "{@feat Gnome Obsession}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you've learned to temporarily become trained in one {@skill Lore} skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can't use it as a prerequisite for a permanent character option like a feat or a skill increase."
			]
		},
		{
			"name": "Educated Assessment",
			"source": "LOCG",
			"page": 112,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Pathfinder Agent"
				]
			},
			"traits": [
				"archetype",
				"secret"
			],
			"prerequisites": "{@feat Pathfinder Agent Dedication|LOWG}",
			"entries": [
				"You attempt to {@action Recall Knowledge} about a creature, and the GM uses the same secret roll result against the creature's {@skill Deception} or {@skill Stealth} DC, giving you the information from a {@feat Battle Assessment}. You might get a different degree of success on the {@action Recall Knowledge} check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you {@action Recall Knowledge} (such as with the {@feat Automatic Knowledge} feat)"
			]
		},
		{
			"name": "Elemental Wrath",
			"source": "LOCG",
			"page": 26,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the {@spell acid splash} cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the {@trait acid} trait. A cantrip is heightened to a spell level equal to half your level rounded up."
			]
		},
		{
			"name": "Elven Instincts",
			"source": "LOCG",
			"page": 27,
			"level": 5,
			"traits": [
				"elf"
			],
			"entries": [
				"Your senses let you react rapidly. You gain a +2 circumstance bonus to {@skill Perception} checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled {@skill Perception} or not."
			]
		},
		{
			"name": "Elven Verve",
			"source": "LOCG",
			"page": 26,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the {@condition immobilized}, {@condition paralyzed}, or {@condition slowed} conditions. When you would be {@condition immobilized}, {@condition paralyzed}, or {@condition slowed} for at least 2 rounds, reduce that duration by 1 round."
			]
		},
		{
			"name": "Emerald Boughs Accustomation",
			"source": "LOCG",
			"page": 102,
			"level": 6,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Emerald Boughs affiliation, expert in {@skill Society}",
			"entries": [
				"You are comfortable and socially capable in almost any cultural context. When you use the {@skill Society} skill to {@action Subsist}, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a {@skill Society} check to {@action Recall Knowledge} about cultural practices and roll a critical failure, you get a failure instead."
			]
		},
		{
			"name": "Emerald Boughs Hideaway",
			"source": "LOCG",
			"page": 103,
			"level": 10,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Emerald Boughs affiliation",
			"entries": [
				"You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a {@item bag of holding (type I)||type I bag of holding}, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the {@action Interact} component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an {@action Interact} action each round to physically hold it open for another person. A successful {@spell dispel magic} spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become {@condition unconscious}. After a successful {@spell dispel magic} spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component."
			]
		},
		{
			"name": "Endure Death's Touch",
			"source": "LOCG",
			"page": 94,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Knight Vigilant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Vigilant Dedication|LOCG}, expert in medium or heavy armor",
			"trigger": "An undead hits you with an unarmed attack.",
			"requirements": "You are wearing medium or heavy armor in which you have expert proficiency.",
			"entries": [
				"Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead."
			]
		},
		{
			"name": "Energy Blessed",
			"source": "LOCG",
			"page": 21,
			"level": 9,
			"traits": [
				"dwarf"
			],
			"prerequisites": "elemental heart dwarf heritage (page 19)",
			"entries": [
				"Energy runs through your blood more powerfully.",
				"When you use {@action Energy Emanation|LOCG}, you can create an emanation of 5 feet, 10 feet, or 15 feet. The damage increases to {@dice 6d6} plus an additional {@dice 1d6} for every level you have above 9th, instead of {@dice 1d6} plus an additional {@dice 1d6} for every 2 levels above 1st."
			]
		},
		{
			"name": "Entourage",
			"source": "LOCG",
			"page": 72,
			"level": 7,
			"traits": [
				"rare",
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Diplomacy}, {@feat Hobnobber}",
			"entries": [
				"You have a small group of admirers who tend to follow you around while you're in civilized settlements. Your admirers are {@condition helpful} to you, allowing you to make simple {@action Request|CRB|Requests} of them such as purchasing basic equipment with your funds or finding a room at an inn. These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they'll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM's discretion. When you {@action Gather Information}, you can use your admirers to assist you, granting a +1 circumstance bonus to your {@skill Diplomacy} check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the {@feat Hobnobber|CRB} feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as {@action Gather Information}."
			]
		},
		{
			"name": "Envenom Fangs",
			"source": "LOCG",
			"page": 59,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"lizardfolk"
			],
			"prerequisites": "{@feat Sharp Fangs|LOCG}",
			"frequency": {
				"special": "a number of times per day equal to your level"
			},
			"entries": [
				"You envenom your fangs. If the next fangs {@action Strike} you make before the end of your next turn hits and deals damage, the {@action Strike} deals an additional {@damage 1d6} poison damage.",
				"On a critical failure, the poison is wasted as normal."
			]
		},
		{
			"name": "Everstand Stance",
			"source": "LOCG",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"uncommon",
				"champion",
				"fighter",
				"stance"
			],
			"requirements": "You are wielding a shield.",
			"entries": [
				"You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the {@feat Shield Block} reaction."
			],
			"leadsTo": [
				"Everstand Strike|LOCG"
			]
		},
		{
			"name": "Everstand Strike",
			"source": "LOCG",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"uncommon",
				"champion",
				"fighter",
				"press"
			],
			"prerequisites": "{@feat Everstand Stance|LOCG}",
			"requirements": "You are wielding a shield in two hands.",
			"entries": [
				"Your follow-up blow leaves you an opening to set your shield. Make a {@action Strike} with the wielded shield. If the {@action Strike} hits and deals damage, you also {@action Raise a Shield|CRB|Raise your Shield}."
			]
		},
		{
			"name": "Everyone Duck!",
			"source": "LOCG",
			"page": 112,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Pathfinder Agent"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Pathfinder Agent Dedication|LOWG}",
			"trigger": "You fail, but don't critically fail, an attempt to {@action Disable a Device} on a trap.",
			"entries": [
				"You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap's effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead."
			]
		},
		{
			"name": "Expert Drill Sergeant",
			"source": "LOCG",
			"page": 51,
			"level": 5,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"You know how to get the most out of your allies. While exploring, when you are leading and allies are {@action Follow the Expert||Following the Expert}, you grant a +3 circumstance bonus instead of +2 if you're an expert in the applicable skill, and a +4 circumstance bonus if you're a master."
			]
		},
		{
			"name": "Fade Away",
			"source": "LOCG",
			"page": 45,
			"level": 9,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Easily Dismissed|LOCG}",
			"entries": [
				"Your ability to blend into the background allows you to fade away entirely or appear innocuous even to {@trait magical} effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day."
			]
		},
		{
			"name": "Fang Sharpener",
			"source": "LOCG",
			"page": 37,
			"level": 1,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|irongut goblin|irongut} or {@ancestry goblin|crb|razortooth goblin|razortooth} heritage",
			"entries": [
				"You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you're an {@ancestry goblin|crb|irongut goblin|irongut}, you gain a jaws unarmed attack that deals {@damage 1d4} piercing damage, and if you're a {@ancestry goblin|crb|razortooth goblin|razortooth}, your jaws unarmed attack deals {@damage 1d8} piercing damage and loses the {@trait finesse} trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 {@condition persistent damage||persistent bleed damage} per weapon damage die."
			],
			"leadsTo": [
				"Ankle Bite|LOCG",
				"Hungry Goblin|LOCG"
			]
		},
		{
			"name": "Firebrand Braggart Dedication",
			"source": "LOCG",
			"page": 74,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication",
				"misfortune"
			],
			"prerequisites": "Charisma 14, second mark member of the Firebrands",
			"entries": [
				"Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as {@action Balance}, {@action Demoralize}, or {@action Recall Knowledge}. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes.",
				"If you fail this check or don't attempt the action within 1 minute, you instead take a \u20131 circumstance penalty on checks to attempt the same action for 1 hour.",
				"If the chosen action can be used with multiple skills, such as {@action Identify Magic} or {@action Recall Knowledge}, you must specify which skill you are using for that particular action, such as using {@skill Arcana} to {@action Identify Magic}, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check.",
				"Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype."
			],
			"leadsTo": [
				"Boaster's Challenge|LOCG",
				"Demanding Challenge|LOCG",
				"Bravo's Determination|LOCG",
				"Daring Act|LOCG",
				"Daredevil's Gambit|LOCG",
				"Daring Flourish|LOCG",
				"Great Boaster|LOCG"
			]
		},
		{
			"name": "Flexible Halcyon Spellcasting",
			"source": "LOCG",
			"page": 105,
			"level": 12,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Halcyon Spellcasting Initiate|LOCG}",
			"entries": [
				"You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest."
			]
		},
		{
			"name": "Font of Knowledge",
			"source": "LOCG",
			"page": 113,
			"level": 10,
			"featType": {
				"archetype": [
					"Scrollmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Scrollmaster Dedication|LOCG}",
			"entries": [
				"Experience or focused study have granted you mastery of a number of topics.",
				"When you know about something, you know about it in great detail. When you succeed at a check to {@action Recall Knowledge}, you gain additional information or context. When you critically succeed at a check to {@action Recall Knowledge}, at the GM's discretion, you might gain even more additional information or context than normal.",
				"Spellmaster Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities."
			]
		},
		{
			"name": "Forced Entry",
			"source": "LOCG",
			"page": 112,
			"level": 6,
			"featType": {
				"archetype": [
					"Pathfinder Agent"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "expert in {@skill Athletics}, {@feat Pathfinder Agent Dedication|LOWG}",
			"entries": [
				"You are trained to preserve the archaeological value of your location when entering. You don't take a penalty to {@action Force Open} doors, windows, or containers without a crowbar. If you roll a success on a check to {@action Force Open}, you get a critical success instead."
			]
		},
		{
			"name": "Forest Stealth",
			"source": "LOCG",
			"page": 27,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"elf"
			],
			"prerequisites": "Expert in {@skill Stealth}",
			"requirements": "You are in a forest or jungle environment near an environmental feature that would allow you to {@action Take Cover}",
			"entries": [
				"You are skilled at quickly hiding behind bits of underbrush or foliage. You {@action Take Cover} and then use that cover to {@action Hide}."
			]
		},
		{
			"name": "Forge-day's Rest",
			"source": "LOCG",
			"page": 20,
			"level": 1,
			"traits": [
				"uncommon",
				"dwarf"
			],
			"access": "underground dwarf ethnicity",
			"entries": [
				"Your unusual rest cycle allows you to recover faster.",
				"As long as you rest for 12 hours, you gain the effects of the {@feat Fast Recovery} general feat and you can go 20 hours without resting before becoming {@condition fatigued}."
			]
		},
		{
			"name": "Formation Master",
			"source": "LOCG",
			"page": 51,
			"level": 13,
			"traits": [
				"hobgoblin"
			],
			"prerequisites": "{@feat Formation Training|LOCG}",
			"entries": [
				"You can assemble a formation even with members of ancestries that lack the hobgoblins' military discipline, and you can extend these benefits to your hobgoblin allies. When you are adjacent to at least two humanoid allies, you gain the benefits of Formation Training, even if they aren't hobgoblin allies. Hobgoblin allies adjacent to you and at least one other hobgoblin ally also gain the bonuses from your Formation Training feat."
			]
		},
		{
			"name": "Formation Training",
			"source": "LOCG",
			"page": 51,
			"level": 5,
			"traits": [
				"hobgoblin"
			],
			"prerequisites": "trained in all martial weapons",
			"entries": [
				"You know how to fight in formation with your brethren. When you are adjacent to at least two hobgoblin allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects."
			],
			"leadsTo": [
				"Formation Master|LOCG"
			]
		},
		{
			"name": "Fortuitous Shift",
			"source": "LOCG",
			"page": 33,
			"level": 9,
			"traits": [
				"gnome"
			],
			"prerequisites": "{@feat Unexpected Shift|LOCG}",
			"entries": [
				"You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to {@flatDC 11}, and you are no longer {@condition dazzled} if you succeed."
			],
			"special": null
		},
		{
			"name": "Freeze It!",
			"source": "LOCG",
			"page": 39,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|snow goblin|snow} heritage",
			"entries": [
				"You are no rime hag or Jadwiga, but the magic of the north has still left a mark on you.",
				"Frigid ice runs through your veins, and you can expel frost from your body to freeze your foes. Attempt an {@skill Athletics} check against the Fortitude DC of an adjacent foe.",
				"If you have master proficiency in {@skill Athletics}, you can affect up to two adjacent foes, rolling one {@skill Athletics} check against each foe.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target becomes {@condition clumsy 2} for 1 round.",
						"Success": "The target becomes {@condition clumsy 1} for 1 round.",
						"Critical Failure": "The target is temporarily immune for 1 minute."
					}
				}
			]
		},
		{
			"name": "Fulminating Synergy",
			"source": "LOCG",
			"page": 105,
			"level": 16,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dualistic Synergy|LOCG}",
			"entries": [
				"When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances."
			],
			"leadsTo": [
				"Synergistic Spell|LOCG"
			]
		},
		{
			"name": "Gaze of Veracity",
			"source": "LOCG",
			"page": 85,
			"level": 10,
			"featType": {
				"archetype": [
					"Hellknight Signifer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Signifer Dedication|LOCG}, ability to cast focus spells",
			"entries": [
				"You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the {@spell glimpse the truth} cleric domain spell as a divine focus spell."
			]
		},
		{
			"name": "Gecko's Grip",
			"source": "LOCG",
			"page": 59,
			"level": 5,
			"traits": [
				"lizardfolk"
			],
			"prerequisites": "cliffscale lizardfolk",
			"entries": [
				"You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet."
			]
		},
		{
			"name": "Gloomseer",
			"source": "LOCG",
			"page": 12,
			"level": 1,
			"traits": [
				"human"
			],
			"prerequisites": "Nidalese ethnicity",
			"entries": [
				"Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light. You gain {@ability low-light vision}."
			],
			"leadsTo": [
				"Darkseer|LOCG"
			]
		},
		{
			"name": "Gnome Polyglot",
			"source": "LOCG",
			"page": 31,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the {@feat Multilingual} feat, you learn three new languages instead of two."
			]
		},
		{
			"name": "Grasping Reach",
			"source": "LOCG",
			"page": 54,
			"level": 1,
			"traits": [
				"leshy"
			],
			"entries": [
				"You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn't have reach, and deals at least {@dice 1d6} damage, you can change between a typical two-handed grip and an extended two-handed grasp using an {@action Interact} action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon's damage die by 1 step."
			]
		},
		{
			"name": "Great Boaster",
			"source": "LOCG",
			"page": 75,
			"level": 8,
			"featType": {
				"archetype": [
					"Firebrand Braggart"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "Charisma 16, {@feat Firebrand Braggart Dedication|LOCG}",
			"entries": [
				"Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action (page 74), except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a \u20132 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level."
			]
		},
		{
			"name": "Grim Insight",
			"source": "LOCG",
			"page": 32,
			"level": 1,
			"traits": [
				"gnome"
			],
			"prerequisites": "umbral gnome heritage",
			"entries": [
				"Others' attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a {@trait fear} effect, you get a critical success instead, and the source of the {@trait fear} effect is flatfooted to you until the end of your next turn."
			]
		},
		{
			"name": "Halcyon Speaker Dedication",
			"source": "LOCG",
			"page": 104,
			"level": 6,
			"featType": {
				"archetype": [
					"Magaambyan Attendant",
					"Halcyon Speaker"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, member of the Magaambya of conversant rank",
			"entries": [
				"You devote much of your study to halcyon magic. You gain two {@filter common Halcyon cantrips|spells||spell type=cantrip|Tradition & Spell List=Halcyon|Rarity=Common} and two {@filter common 1st-level halcyon spells|spells||Tradition & Spell List=Halcyon|Rarity=Common|Level=1} (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype."
			],
			"leadsTo": [
				"Dualistic Synergy|LOCG",
				"Fulminating Synergy|LOCG",
				"Synergistic Spell|LOCG",
				"Shared Synergy|LOCG",
				"Halcyon Spellcasting Initiate|LOCG",
				"Flexible Halcyon Spellcasting|LOCG",
				"Halcyon Spellcasting Adept|LOCG",
				"Halcyon Spellcasting Sage|LOCG",
				"Persistent Creation|LOCG",
				"Charged Creation|LOCG"
			]
		},
		{
			"name": "Halcyon Spellcasting Adept",
			"source": "LOCG",
			"page": 105,
			"level": 14,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Halcyon Spellcasting Initiate|LOCG}; master in either {@skill Arcana} or {@skill Nature}, expert in the other",
			"entries": [
				"You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert."
			],
			"leadsTo": [
				"Halcyon Spellcasting Sage|LOCG"
			]
		},
		{
			"name": "Halcyon Spellcasting Initiate",
			"source": "LOCG",
			"page": 104,
			"level": 10,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Halcyon Speaker Dedication|LOCG}",
			"entries": [
				"Your knowledge of halcyon magic increases. You gain two {@filter common 2nd-level halcyon spells and two 3rd-level halcyon spells|spells||Rarity=Common|Level=2;3|Tradition & Spell List=Halcyon}. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from {@feat Halcyon Speaker Dedication|LOCG}."
			],
			"leadsTo": [
				"Flexible Halcyon Spellcasting|LOCG",
				"Halcyon Spellcasting Adept|LOCG",
				"Halcyon Spellcasting Sage|LOCG",
				"Synergistic Spell|LOCG"
			]
		},
		{
			"name": "Halcyon Spellcasting Sage",
			"source": "LOCG",
			"page": 105,
			"level": 18,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Halcyon Spellcasting Adept|LOCG}; legendary in either {@skill Arcana} or {@skill Nature}, master in the other",
			"entries": [
				"Your command over halcyon magic is nearly unmatched. You gain two {@filter common 6th-level and 7th-level halcyon spells|spells||Rarity=Common|Level=6;7|Tradition & Spell List=Halcyon}. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master."
			]
		},
		{
			"name": "Halfling Ingenuity",
			"source": "LOCG",
			"page": 44,
			"level": 5,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Halfling Luck}",
			"entries": [
				"While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren't trained in that skill.",
				"If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check."
			]
		},
		{
			"name": "Hard Tail",
			"source": "LOCG",
			"page": 38,
			"level": 1,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|tailed goblin|tailed} heritage",
			"entries": [
				"Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals {@damage 1d6} bludgeoning damage."
			],
			"leadsTo": [
				"Tail Spin|LOCG"
			]
		},
		{
			"name": "Harmlessly Cute",
			"source": "LOCG",
			"page": 54,
			"level": 1,
			"traits": [
				"leshy"
			],
			"entries": [
				"Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the {@feat Shameless Request} skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll {@skill Deception} for initiative."
			]
		},
		{
			"name": "Harrying Strike",
			"source": "LOCG",
			"page": 115,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Swordmaster"
				]
			},
			"traits": [
				"archetype",
				"attack",
				"press"
			],
			"prerequisites": "{@feat Swordmaster Dedication|LOCG}",
			"entries": [
				"Your attack prevents a foe from pursuing your allies. Make a melee {@action Strike}, adding the following effects in addition to the normal effects of the {@action Strike}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target takes a \u201315-foot status penalty to its Speeds until the start of your next turn.",
						"Success": "The target takes a \u201310-foot status penalty to its Speeds until the start of your next turn.",
						"Failure": "The target takes a \u20135-foot status penalty to its Speeds until the start of your next turn."
					}
				}
			]
		},
		{
			"name": "Heir of the Saoc",
			"source": "LOCG",
			"page": 14,
			"level": 9,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Saoc Astrology|LOCG}",
			"entries": [
				"In the past, you would have been a proud initiate of the Saoc Brethren. Today, you carry on their legacy. When you use Saoc Astrology, roll {@dice 1d4} instead; on a 1, you take a \u20131 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3)."
			]
		},
		{
			"name": "Hell's Armaments",
			"source": "LOCG",
			"page": 84,
			"level": 12,
			"featType": {
				"archetype": [
					"Hellknight"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Dedication|LOCG}",
			"entries": [
				"You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well.",
				"Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts."
			]
		},
		{
			"name": "Hellknight Dedication",
			"source": "LOCG",
			"page": 84,
			"level": 6,
			"featType": {
				"archetype": [
					"Hellknight",
					"Hellknight Armiger"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "{@feat Hellknight Armiger Dedication|LOWG}, lawful alignment, member of a Hellknight order, passed the Hellknight Test",
			"entries": [
				"You have forged your body to comply with the commands of your mind\u2014orders steeped in the Measure and the Chain. You gain expert proficiency in {@skill Intimidation} (or in another skill in which you're trained of your choice, if you were already an expert in {@skill Intimidation}). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to {@skill Intimidation} checks while wearing your Hellknight plate."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes."
			],
			"leadsTo": [
				"Advanced Order Training|LOCG",
				"Blade of Law|LOCG",
				"Hell's Armaments|LOCG",
				"Hellknight Order Cross-training|LOCG",
				"Sense Chaos|LOCG"
			]
		},
		{
			"name": "Hellknight Order Cross-training",
			"source": "LOCG",
			"page": 81,
			"level": 12,
			"featType": {
				"archetype": [
					"Hellknight Armiger",
					"Hellknight Signifer",
					"Hellknight"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"hellknight"
			],
			"prerequisites": "{@feat Hellknight Armiger Dedication|LOWG}; {@feat Hellknight Dedication|LOCG} or {@feat Hellknight Signifer Dedication|LOCG}",
			"entries": [
				"You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training."
			],
			"special": [
				"You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order."
			]
		},
		{
			"name": "Hellknight Signifer Dedication",
			"source": "LOCG",
			"page": 85,
			"level": 6,
			"featType": {
				"archetype": [
					"Hellknight Signifer"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "spellcasting class feature, {@feat Hellknight Armiger Dedication|LOWG}, lawful alignment, member of a Hellknight order, passed the Hellknight Test",
			"entries": [
				"You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to {@skill Deception} checks to {@action Lie}, {@skill Intimidation} checks, and {@skill Deception} DCs against {@action Sense Motive}. You gain expert proficiency in {@skill Intimidation} (or in another skill in which you're trained of your choice, if you were already an expert in {@skill Intimidation}) as well as in your choice of {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes."
			],
			"leadsTo": [
				"Advanced Order Training|LOCG",
				"Gaze of Veracity|LOCG",
				"Hellknight Order Cross-training|LOCG",
				"Masked Casting|LOCG",
				"Signifer Armor Expertise|LOCG",
				"Signifer's Sight|LOCG"
			]
		},
		{
			"name": "Helpful Halfling",
			"source": "LOCG",
			"page": 45,
			"level": 9,
			"traits": [
				"halfling"
			],
			"entries": [
				"When you aid a friend with a task, you find many ways to help and avoid interfering.",
				"On a critical success to {@action Aid}, you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to {@action Aid}, you don't give your ally a \u20131 circumstance penalty to their check."
			]
		},
		{
			"name": "Heroes' Call",
			"source": "LOCG",
			"page": 21,
			"level": 9,
			"traits": [
				"dwarf"
			],
			"entries": [
				"The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain {@spell heroism} as a 3rd-level innate occult spell that you can cast once per day. If you {@action Cast a Spell||Cast the Spell} when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level."
			]
		},
		{
			"name": "Hobgoblin Lore",
			"source": "LOCG",
			"page": 50,
			"level": 1,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in {@skill Athletics} and {@skill Crafting}. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in {@skill Lore||Hobgoblin Lore}."
			]
		},
		{
			"name": "Hobgoblin Weapon Discipline",
			"source": "LOCG",
			"page": 51,
			"level": 5,
			"traits": [
				"hobgoblin"
			],
			"prerequisites": "{@feat Hobgoblin Weapon Familiarity|LOCG}",
			"entries": [
				"You know how to efficiently utilize the weapons soldiers use in close quarters.",
				"Whenever you score a critical hit using a weapon of the {@filter polearm|items||group=polearm}, {@filter spear|items||group=spear}, or {@filter sword|items||group=sword} group, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Hobgoblin Weapon Expertise",
			"source": "LOCG",
			"page": 51,
			"level": 13,
			"traits": [
				"hobgoblin"
			],
			"prerequisites": "{@feat Hobgoblin Weapon Familiarity|LOCG}",
			"entries": [
				"You increase your training in battlefield weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from {@feat Hobgoblin Weapon Familiarity|LOCG}."
			]
		},
		{
			"name": "Hobgoblin Weapon Familiarity",
			"source": "LOCG",
			"page": 50,
			"level": 1,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"You are trained with {@item composite longbow||composite longbows}, {@item composite shortbow||composite shortbows}, {@item glaive||glaives}, {@item longbow||longbows}, {@item longsword||longswords}, and {@item shortbow||shortbows}.",
				"In addition, you gain access to all {@filter uncommon hobgoblin weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=hobgoblin}. For the purpose of determining your proficiency, martial hobgoblin weapons are simple weapons and advanced hobgoblin weapons are martial weapons."
			],
			"leadsTo": [
				"Hobgoblin Weapon Discipline|LOCG",
				"Hobgoblin Weapon Expertise|LOCG"
			]
		},
		{
			"name": "Hungry Goblin",
			"source": "LOCG",
			"page": 39,
			"level": 9,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Fang Sharpener|LOCG}",
			"entries": [
				"You'll eat anything and anyone. Whenever you inflict {@condition persistent damage||persistent bleed damage} with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute."
			]
		},
		{
			"name": "Impassable Wall Stance",
			"source": "LOCG",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"uncommon",
				"fighter",
				"champion",
				"stance"
			],
			"prerequisites": "{@action Attack of Opportunity}",
			"entries": [
				"You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an {@action Attack of Opportunity} triggered by a move action, you disrupt that move action."
			]
		},
		{
			"name": "Incredible Luck",
			"source": "LOCG",
			"page": 45,
			"level": 13,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Halfling Luck}",
			"entries": [
				"Even other halflings consider you to be particularly lucky. You can use {@feat Halfling Luck} once per hour, rather than once per day. If you have {@feat Guiding Luck}, you can still use {@feat Halfling Luck} when you fail a {@skill Perception} check or attack roll only once per day (though you can use it within the same hour that you used {@feat Halfling Luck}), and if you have {@feat Shared Luck|APG}, you can still use {@feat Halfling Luck} on an ally instead of yourself only once per day."
			]
		},
		{
			"name": "Innocuous",
			"source": "LOCG",
			"page": 44,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in {@skill Deception} (or another skill of your choice, if you're already trained in {@skill Deception})",
				"If you fail a {@skill Deception} check to {@action Create a Diversion}, humanoid creatures aren't aware that you were trying to trick them unless you get a critical failure on your roll."
			]
		},
		{
			"name": "Intuitive Cooperation",
			"source": "LOCG",
			"page": 44,
			"level": 1,
			"traits": [
				"uncommon",
				"halfling"
			],
			"access": "Jaric ethnicity",
			"entries": [
				"You are accustomed to working alongside others, relying on each other to get by. You gain a +2 circumstance bonus to checks to {@action Aid}, and your allies gain a +2 circumstance bonus to checks to {@action Aid} you."
			]
		},
		{
			"name": "Intuitive Illusions",
			"source": "LOCG",
			"page": 33,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 5,
			"traits": [
				"gnome"
			],
			"prerequisites": "{@feat Illusion Sense}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "Your turn begins.",
			"entries": [
				"Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. You immediately gain the effects of a {@action Sustain a Spell} action to extend the duration of one of your active illusion spells."
			]
		},
		{
			"name": "Inventive Offensive",
			"source": "LOCG",
			"page": 32,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"gnome"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: {@trait deadly <d6>}, {@trait disarm}, {@trait nonlethal}, {@trait shove}, {@trait trip}, {@trait versatile B}, {@trait versatile <P>}, or {@trait versatile S}. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time.",
				"If you have expert proficiency in {@skill Crafting}, you can use this feat as a 2-action activity. If you have legendary proficiency in {@skill Crafting}, you can apply two weapon traits from the list when using this feat."
			]
		},
		{
			"name": "Invoke the Crimson Oath",
			"source": "LOCG",
			"page": 95,
			"level": 8,
			"featType": {
				"archetype": [
					"Knight Reclaimant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Reclaimant Dedication|LOCG}",
			"entries": [
				"You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the {@spell invoke the Crimson Oath|LOCG} focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the {@action Refocus} activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma."
			]
		},
		{
			"name": "Irriseni Ice-witch",
			"source": "LOCG",
			"page": 14,
			"level": 13,
			"traits": [
				"human"
			],
			"prerequisites": "Jadwiga ethnicity, wintertouched human heritage (page 11)",
			"entries": [
				"You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level {@spell wall of ice} as an innate arcane spell once per day."
			]
		},
		{
			"name": "Iruxi Unarmed Cunning",
			"source": "LOCG",
			"page": 59,
			"level": 5,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack's critical specialization effect."
			]
		},
		{
			"name": "Keep Up Appearances",
			"source": "LOCG",
			"page": 12,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"uncommon",
				"human"
			],
			"trigger": "You are affected by an {@trait emotion} effect.",
			"access": "Taldan nationality",
			"entries": [
				"Taldan pride means you never show weakness. Roll a {@skill Deception} check and compare the result to any observing creatures' {@skill Perception} DCs. On a success, that creature believes you were unaffected by the {@trait emotion} effect. A creature tricked in this manner can't benefit from the {@trait emotion} effect and can't use abilities that require you to be under this {@trait emotion} effect; for example, if you successfully use this ability to trick a {@creature will-o'-wisp} into believing you aren't under a {@trait fear} effect, it can't use its Feed on Fear ability on you."
			]
		},
		{
			"name": "Kneel for No God",
			"source": "LOCG",
			"page": 21,
			"level": 9,
			"traits": [
				"dwarf"
			],
			"prerequisites": "ancient-blooded dwarf heritage",
			"access": "Vahird ethnicity",
			"entries": [
				"Your ancestors' defiance of magic and your people's strictly egalitarian mindset mean that certain forms of magic have little effect on you. When you use your {@action Call on Ancient Blood} reaction against a divine spell and roll a critical failure on the saving throw against that spell, you get a failure instead."
			]
		},
		{
			"name": "Knight in Shining Armor",
			"source": "LOCG",
			"page": 94,
			"level": 12,
			"featType": {
				"archetype": [
					"Knight Vigilant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Vigilant Dedication|LOCG}; expert in light armor, medium armor, or unarmored defense; trained in heavy armor",
			"entries": [
				"As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor.",
				"Knight Reclaimant Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival."
			]
		},
		{
			"name": "Knight Reclaimant Dedication",
			"source": "LOCG",
			"page": 95,
			"level": 6,
			"featType": {
				"archetype": [
					"Knight Reclaimant"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Survival} and {@skill Stealth}, any non-evil alignment, member of the Knights of Lastwall of knight rank",
			"entries": [
				"You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in {@skill Stealth} and {@skill Survival}. Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells)."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype."
			],
			"leadsTo": [
				"Blade of the Crimson Oath|LOCG",
				"Invoke the Crimson Oath|LOCG",
				"Reaper of Repose|LOCG",
				"Survivor of Desolation|LOCG",
				"Shepherd of Desolation|LOKL",
				"Shall Not Falter, Shall Not Rout|LOL",
				"Ashen Veil|LOKL",
				"Voice Cold as Death|LOKL",
				"Hilt Hammer|LOKL",
				"For Love, for Lightning|LOKL",
				"Reclaimant Plea|LOKL",
				"Crimson Oath Devotion|LOKL",
				"The Tyrant Falls!|LOKL"
			]
		},
		{
			"name": "Knight Vigilant Dedication",
			"source": "LOCG",
			"page": 94,
			"level": 6,
			"featType": {
				"archetype": [
					"Knight Vigilant"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Religion}, any good alignment, member of the Knights of Lastwall of knight rank",
			"entries": [
				"You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in {@skill Religion}. When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype."
			],
			"leadsTo": [
				"Aegis of Arnisant|LOCG",
				"Endure Death's Touch|LOCG",
				"Knight in Shining Armor|LOCG",
				"Unshakable Idealism|LOCG",
				"Divine Healing|LOKL",
				"Interrupt Charge|LOKL",
				"Phalanx Formation|LOKL",
				"Emissary of Peace|LOKL",
				"Instant Armor|LOKL",
				"Lead the Way|LOKL",
				"Guarded Advance|LOKL",
				"Vigilant Benediction|LOKL",
				"Instinctual Interception|LOKL",
				"Keep Up the Good Fight|LOKL",
				"Tower Shield Mastery|LOKL",
				"Stalwart Standard|LOKL"
			]
		},
		{
			"name": "Know Oneself",
			"source": "LOCG",
			"page": 12,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"uncommon",
				"fortune",
				"human"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You roll a critical failure on a saving throw against an {@trait emotion} effect.",
			"access": "Vudrani ethnicity",
			"entries": [
				"You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the {@trait emotion} effect instead of critically failing."
			]
		},
		{
			"name": "Leech-clipper",
			"source": "LOCG",
			"page": 50,
			"level": 1,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"You are trained to capture deserters, or \"leeches.\" If you critically hit a foe with a weapon from the {@group flail} weapon group, you can wrap the weapon around the target's legs and then drop it, causing the foe to take a \u201310-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 {@action Interact} actions."
			]
		},
		{
			"name": "Leshy Glide",
			"source": "LOCG",
			"page": 55,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"leshy"
			],
			"prerequisites": "leaf leshy heritage or {@feat {@feat Cat Fall}} skill feat",
			"entries": [
				"Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn."
			]
		},
		{
			"name": "Leshy Lore",
			"source": "LOCG",
			"page": 54,
			"level": 1,
			"traits": [
				"leshy"
			],
			"entries": [
				"You deeply understand your people's cultural traditions and innate strengths. You gain the trained proficiency rank in {@skill Nature} and {@skill Stealth}. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in {@skill Lore||Leshy Lore}."
			]
		},
		{
			"name": "Leshy Superstition",
			"source": "LOCG",
			"page": 54,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"leshy"
			],
			"trigger": "You attempt a saving throw against a spell or {@trait magical} effect, but haven't rolled yet.",
			"entries": [
				"You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect."
			],
			"leadsTo": [
				"Lucky Keepsake|LOCG"
			]
		},
		{
			"name": "Life-giving Magic",
			"source": "LOCG",
			"page": 32,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"gnome"
			],
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"trigger": "You cast an innate spell from a gnome heritage or ancestry feat.",
			"entries": [
				"The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn."
			]
		},
		{
			"name": "Light of Revelation",
			"source": "LOCG",
			"page": 90,
			"level": 4,
			"traits": [
				"uncommon",
				"champion"
			],
			"entries": [
				"You've learned to call upon light to reveal what is {@condition hidden}. You gain the {@spell light of revelation|LOCG} devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Lizardfolk Lore",
			"source": "LOCG",
			"page": 58,
			"level": 1,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in {@skill Nature} and {@skill Survival}. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in {@skill Lore||Iruxi Lore}."
			]
		},
		{
			"name": "Lore Seeker",
			"source": "LOCG",
			"page": 113,
			"level": 8,
			"featType": {
				"archetype": [
					"Scrollmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Scrollmaster Dedication|LOCG}",
			"entries": [
				"You see what others don't, and you've developed magical tricks to find {@condition hidden} truth.",
				"You can cast {@spell comprehend language}, restore senses, and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells."
			],
			"leadsTo": [
				"Determined Lore Seeker|LOPSG"
			]
		},
		{
			"name": "Lucky Keepsake",
			"source": "LOCG",
			"page": 55,
			"level": 9,
			"traits": [
				"leshy"
			],
			"prerequisites": "{@feat Leshy Superstition|LOCG}",
			"entries": [
				"You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and {@trait magical} effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week."
			]
		},
		{
			"name": "Magaambyan Attendant Dedication",
			"source": "LOCG",
			"page": 101,
			"level": 2,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Arcana} or {@skill Nature}, member of the Magaambya of attendant rank",
			"entries": [
				"You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal.",
				"Regardless of whether you choose an arcane or primal cantrip, you also either become trained in {@skill Arcana} or {@skill Nature}, or an expert in one of those skills in which you were already trained.",
				"When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain\u2013Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch."
			],
			"special": [
				"You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype."
			],
			"leadsTo": [
				"Cascade Bearers Flexibility|LOCG",
				"Cascade Bearers Spellcasting|LOCG",
				"Emerald Boughs Accustomation|LOCG",
				"Emerald Boughs Hideaway|LOCG",
				"Halcyon Speaker Dedication|LOCG",
				"Dualistic Synergy|LOCG",
				"Fulminating Synergy|LOCG",
				"Synergistic Spell|LOCG",
				"Shared Synergy|LOCG",
				"Halcyon Spellcasting Initiate|LOCG",
				"Flexible Halcyon Spellcasting|LOCG",
				"Halcyon Spellcasting Adept|LOCG",
				"Halcyon Spellcasting Sage|LOCG",
				"Persistent Creation|LOCG",
				"Charged Creation|LOCG",
				"Mask Familiar|LOCG",
				"Adaptive Mask Familiar|LOCG",
				"Rain-scribe Mobility|LOCG",
				"Rain-scribe Sustenance|LOCG",
				"Tempest-sun Redirection|LOCG",
				"Tempest-sun Shielding|LOCG",
				"Uzunjati Storytelling|LOCG",
				"Uzunjati Recollection|LOCG",
				"Janatimo's Lessons|LOL"
			]
		},
		{
			"name": "Marsh Runner",
			"source": "LOCG",
			"page": 58,
			"level": 1,
			"traits": [
				"lizardfolk"
			],
			"prerequisites": "You have a swim Speed.",
			"entries": [
				"You are adept at moving through marshy terrain. When you use the {@action Step} action, you can ignore {@quickref difficult terrain||3|terrain} caused by flooding, swamps, or quicksand. In addition, when you use the {@skill Acrobatics} skill to {@action Balance} on narrow surfaces or uneven marshy ground, you aren't {@condition flat-footed}, and if you roll a success on the {@skill Acrobatics} check, you get a critical success instead."
			]
		},
		{
			"name": "Mask Familiar",
			"source": "LOCG",
			"page": 101,
			"level": 4,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}",
			"entries": [
				"Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a {@skill Deception} check to {@action Impersonate} a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the {@familiarAbility mask freeze|locg} familiar ability."
			],
			"leadsTo": [
				"Adaptive Mask Familiar|LOCG"
			]
		},
		{
			"name": "Masked Casting",
			"source": "LOCG",
			"page": 85,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Hellknight Signifer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Signifer Dedication|LOCG}",
			"trigger": "You begin {@action Cast a Spell||Casting a Spell}.",
			"requirements": "You are wearing your signifer's mask.",
			"entries": [
				"You harness the magical energy flowing through your eyeless mask to effortlessly protect you from {@trait visual} effects. You Avert your Gaze."
			]
		},
		{
			"name": "Natural Illusionist",
			"source": "LOCG",
			"page": 33,
			"level": 5,
			"traits": [
				"gnome"
			],
			"prerequisites": "{@feat Illusion Sense}",
			"entries": [
				"By drawing upon the First World's magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast {@spell illusory disguise}, {@spell item facade}, or {@spell ventriloquism}. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level."
			]
		},
		{
			"name": "Natural Performer",
			"source": "LOCG",
			"page": 32,
			"level": 1,
			"traits": [
				"gnome"
			],
			"entries": [
				"Entertainment comes naturally to you. You become trained in {@skill Performance} and gain one {@filter 1st-level Performance|feats||Skill=Performance|Type=Skill;!Archetype|Level=[1;1]} skill feat."
			]
		},
		{
			"name": "Order Training",
			"source": "LOCG",
			"page": 81,
			"level": 8,
			"featType": {
				"archetype": [
					"Hellknight Armiger"
				]
			},
			"traits": [
				"uncommon",
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Armiger Dedication|LOWG}",
			"entries": [
				"You gain the lesser order benefit for the Hellknight order to which you belong."
			]
		},
		{
			"name": "Ornate Tattoo",
			"source": "LOCG",
			"page": 13,
			"level": 5,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Arcane Tattoos|LOCG}",
			"entries": [
				"You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell."
			],
			"leadsTo": [
				"Virtue-forged Tattoos|LOCG"
			]
		},
		{
			"name": "Overlooked Mastermind",
			"source": "LOCG",
			"page": 15,
			"level": 1,
			"traits": [
				"half-orc"
			],
			"entries": [
				"Many consider half-orcs little more than dumb brutes. This is offensive to you, but it can occasionally be useful. You are trained in {@skill Deception} (or another skill of your choice if you were already trained in {@skill Deception}), and you gain a +2 circumstance bonus to {@skill Deception} checks to {@action Lie} when specifically claiming ignorance and to {@skill Deception} DCs against {@action Sense Motive} checks to uncover such lies."
			]
		},
		{
			"name": "Parthenogenic Hatchling",
			"source": "LOCG",
			"page": 58,
			"level": 1,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother. You gain a +1 circumstance bonus to saving throws against diseases. Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease. You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day."
			],
			"special": [
				"You can take this feat only at 1st level."
			]
		},
		{
			"name": "Persistent Creation",
			"source": "LOCG",
			"page": 104,
			"level": 8,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Halcyon Speaker Dedication|LOCG}",
			"entries": [
				"You can cast {@spell creation} as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast {@spell creation} again, any persistent creation you previously created with the spell immediately disintegrates."
			],
			"leadsTo": [
				"Charged Creation|LOCG"
			]
		},
		{
			"name": "Pride in Arms",
			"source": "LOCG",
			"page": 51,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 9,
			"traits": [
				"hobgoblin"
			],
			"trigger": "An ally within 30 feet brings a foe to 0 Hit Points.",
			"entries": [
				"With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn."
			]
		},
		{
			"name": "Primal Rampage",
			"source": "LOCG",
			"level": 13,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"You tap into the unstoppable, primeval strength of your ancient kin. You gain {@spell freedom of movement} and {@spell stoneskin} as 4th-level primal innate spells that you can cast once per day. As a 3-action activity, you can {@action Cast a Spell} twice to cast both of these innate spells, as long as they are both still available for the day."
			]
		},
		{
			"name": "Protective Sheath",
			"source": "LOCG",
			"page": 21,
			"level": 5,
			"traits": [
				"dwarf"
			],
			"prerequisites": "{@feat Clan's Edge|LOCG}",
			"entries": [
				"When you lash out with your clan dagger, you keep its sheath close at hand. When you use Clan's Edge, if the hand you're not holding the dagger with is empty, you can use your clan dagger's sheath to block attacks as well. The circumstance bonus to your AC from parrying increases to a +2 against any target you hit with a {@action Strike} this turn."
			]
		},
		{
			"name": "Quah Bond",
			"source": "LOCG",
			"page": 12,
			"level": 1,
			"traits": [
				"uncommon",
				"human"
			],
			"access": "Shoanti ethnicity",
			"entries": [
				"You grew up among the Shoanti tribes, with the spirits watching over you, and they offer you guidance. You gain the trained proficiency rank in the skill listed for your quah (or another skill of your choice, if you're already trained in that skill). You gain the {@feat Assurance} skill feat in that skill, as the spirits' help guides your actions.",
				{
					"type": "pf2-options",
					"items": [
						{
							"type": "item",
							"name": "Lyrune-Quah",
							"entries": [
								"{@skill Religion}"
							]
						},
						{
							"type": "item",
							"name": "Shadde-Quah",
							"entries": [
								"{@skill Athletics}"
							]
						},
						{
							"type": "item",
							"name": "Shriikirri-Quah",
							"entries": [
								"{@skill Nature}"
							]
						},
						{
							"type": "item",
							"name": "Shundar-Quah",
							"entries": [
								"{@skill Diplomacy}"
							]
						},
						{
							"type": "item",
							"name": "Sklar-Quah",
							"entries": [
								"{@skill Intimidation}"
							]
						},
						{
							"type": "item",
							"name": "Skoan-Quah",
							"entries": [
								"{@skill Medicine}"
							]
						},
						{
							"type": "item",
							"name": "Tamiir-Quah",
							"entries": [
								"{@skill Acrobatics}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Rain-scribe Mobility",
			"source": "LOCG",
			"page": 103,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Rain-Scribes affiliation",
			"entries": [
				"You surround yourself in a mantle of Rain-Scribe magic and {@action Stride} twice; {@quickref difficult terrain||3|terrain} does not reduce your Speed, even if the {@quickref difficult terrain||3|terrain} has been manipulated by magic. Your magic clears the {@quickref difficult terrain||3|terrain} in each square you entered; until your next turn, those squares aren't {@quickref difficult terrain||3|terrain} for any creature walking through them (or are normal {@quickref difficult terrain||3|terrain} if they were previously {@quickref greater difficult terrain||3|terrain})."
			]
		},
		{
			"name": "Rain-scribe Sustenance",
			"source": "LOCG",
			"page": 102,
			"level": 6,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Rain-Scribes affiliation",
			"entries": [
				"You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots.",
				"You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge."
			]
		},
		{
			"name": "Razor Claws",
			"source": "LOCG",
			"page": 58,
			"level": 1,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"Your have honed your claws to be deadly. Your claw attack deals {@damage 1d6} slashing damage instead of {@dice 1d4} and gains the versatile (piercing) trait."
			]
		},
		{
			"name": "Reaper of Repose",
			"source": "LOCG",
			"page": 95,
			"level": 12,
			"featType": {
				"archetype": [
					"Knight Reclaimant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Reclaimant Dedication|LOCG}, master proficiency in a weapon",
			"entries": [
				"Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack."
			]
		},
		{
			"name": "Recognize Threat",
			"source": "LOCG",
			"page": 112,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Pathfinder Agent"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "master in a {@action Recall Knowledge} skill, {@feat Pathfinder Agent Dedication|LOWG}",
			"trigger": "Your first turn of an encounter begins, and you can see a creature.",
			"requirements": "You have master proficiency in a skill to identify the triggering creature.",
			"entries": [
				"You quickly assess the threat so you can relay the information to your team. Attempt a {@action Recall Knowledge} check against the triggering creature."
			]
		},
		{
			"name": "Remorseless Lash",
			"source": "LOCG",
			"page": 50,
			"level": 1,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"You're skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon {@action Strike} against a {@condition frightened} foe, that foe can't reduce their {@condition frightened} condition below 1 until the beginning of your next turn."
			]
		},
		{
			"name": "Reptile Speaker",
			"source": "LOCG",
			"page": 58,
			"level": 1,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with animals that are reptiles (the GM determines which animals count as reptiles)."
			]
		},
		{
			"name": "Ritual Reversion",
			"source": "LOCG",
			"page": 55,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"leshy",
				"polymorph",
				"primal",
				"transmutation"
			],
			"entries": [
				"You can temporarily revert to a less conspicuous form without diminishing your senses.",
				"You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body's appearance just before your spirit joined with it. This otherwise has the effects of tree shape, except that your size remains Small."
			]
		},
		{
			"name": "Roll with It",
			"source": "LOCG",
			"page": 39,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 9,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|unbreakable goblin|unbreakable} heritage, {@feat Bouncy Goblin|LOCG}",
			"trigger": "A foe hits you with a melee weapon or unarmed attack.",
			"entries": [
				"When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not {@quickref forced movement||3|forced movement}, and it triggers reactions as normal). You fall {@condition prone} and are {@condition stunned 1}. Attempt a DC {@flatDC 6} flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don't take double damage from the critical hit."
			]
		},
		{
			"name": "Round Ears",
			"source": "LOCG",
			"page": 15,
			"level": 1,
			"traits": [
				"half-elf"
			],
			"entries": [
				"Your elven lineage is subtle enough that you look barely different from other humans, and you've learned to use that to your advantage. You gain the trained proficiency rank in {@skill Deception} (or another skill of your choice, if you were already trained in {@skill Deception})",
				"You gain a +4 circumstance bonus to {@action Impersonate} checks to pretend you aren't a halfelf.",
				"Observers are never granted circumstance bonuses to {@skill Perception} checks due to you {@action Impersonate||Impersonating} a full-blooded human, and you never take circumstance penalties due to you Impersonating a full-blooded human."
			],
			"special": [
				"You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat."
			]
		},
		{
			"name": "Saoc Astrology",
			"source": "LOCG",
			"page": 12,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"uncommon",
				"concentrate",
				"human"
			],
			"frequency": {
				"number": 3,
				"unit": "day"
			},
			"requirements": "You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can't use this action that day.",
			"access": "Lirgeni nationality",
			"entries": [
				"The ancient Saoc Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy. You recall the stars' predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll {@dice 1d8}. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a \u20131 circumstance penalty to the skill check."
			],
			"leadsTo": [
				"Heir of the Saoc|LOCG"
			]
		},
		{
			"name": "Scalding Spit",
			"source": "LOCG",
			"page": 39,
			"level": 9,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Torch Goblin|LOCG}",
			"entries": [
				"Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking {@condition persistent damage||persistent fire damage}, you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals {@damage 1d6} fire damage."
			]
		},
		{
			"name": "Scrollmaster Dedication",
			"source": "LOCG",
			"page": 113,
			"level": 6,
			"featType": {
				"archetype": [
					"Scrollmaster"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "expert in any {@skill Lore} skill, member of the Pathfinder Society affiliated with the School of Scrolls",
			"entries": [
				"Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact\u2014such as the name of an NPC you have met, the details of your mission briefing, and similar information\u2014you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago.",
				"If you have the {@feat Thorough Reports|lowg} feat and have expert proficiency in the skill you're using to {@action Recall Knowledge}, your circumstance bonus to {@action Recall Knowledge} about creatures from that feat increases to +4."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype."
			],
			"leadsTo": [
				"Font of Knowledge|LOCG",
				"Lore Seeker|LOCG",
				"Determined Lore Seeker|LOPSG",
				"Unravel Mysteries|LOCG",
				"Bestiary Scholar|LOPSG",
				"Cautious Delver|LOPSG",
				"Foolproof Instructions|LOPSG",
				"Innate Magic Intuition|LOPSG",
				"Magic Finder|LOPSG",
				"Masterful Obfuscation|LOPSG",
				"Transcribe Moment|LOPSG",
				"Ward Mind|LOPSG"
			]
		},
		{
			"name": "Seedpod",
			"source": "LOCG",
			"page": 54,
			"level": 1,
			"traits": [
				"leshy"
			],
			"entries": [
				"Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 10 feet that deals {@damage 1d4} bludgeoning damage; these {@action Strike||Strikes} have the {@trait manipulate} trait. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a \u201310-foot circumstance penalty on the target's Speed for 1 round. Seedpods do not add critical specialization effects."
			],
			"leadsTo": [
				"Thorned Seedpod|LOAG"
			]
		},
		{
			"name": "Sense Chaos",
			"source": "LOCG",
			"page": 84,
			"level": 8,
			"featType": {
				"archetype": [
					"Hellknight"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Dedication|LOCG}",
			"entries": [
				"You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is {@table Alignment Aura||powerful or overwhelming}, you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a {@skill Deception} check against your {@skill Perception} DC to hide its aura from you. If the creature succeeds at its {@skill Deception} check, it is temporarily immune to your Sense Chaos for 1 day."
			]
		},
		{
			"name": "Sense Thoughts",
			"source": "LOCG",
			"page": 27,
			"level": 9,
			"traits": [
				"uncommon",
				"elf"
			],
			"prerequisites": "{@feat Share Thoughts|LOCG}",
			"entries": [
				"You have an even stranger knack for knowing what other people are thinking. You can cast {@spell mind reading} as an innate occult spell once per day."
			]
		},
		{
			"name": "Shadow of the Wilds",
			"source": "LOCG",
			"page": 54,
			"level": 1,
			"traits": [
				"leshy"
			],
			"entries": [
				"It's difficult to notice your passage through wild areas. As long as you're not in an urban environment, you're always considered to be {@action Cover Tracks||Covering Tracks}, even if you chose a different activity in exploration mode."
			]
		},
		{
			"name": "Shadow Pact",
			"source": "LOCG",
			"page": 14,
			"level": 13,
			"traits": [
				"human"
			],
			"prerequisites": "Nidalese ethnicity",
			"entries": [
				"Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level {@spell creation} as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows."
			]
		},
		{
			"name": "Share Thoughts",
			"source": "LOCG",
			"page": 26,
			"level": 1,
			"traits": [
				"elf"
			],
			"prerequisites": "Mualijae, Ilverani, or Vourinoi ethnicity",
			"entries": [
				"You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers. You can cast {@spell mindlink} as an innate occult spell once per day, but you can target only other elves or half-elves."
			],
			"leadsTo": [
				"Sense Thoughts|LOCG"
			]
		},
		{
			"name": "Shared Luck",
			"source": "LOCG",
			"page": 45,
			"level": 5,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Halfling Luck}",
			"entries": [
				"You are evidence that it's lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it's worse than their first roll. If you have Guiding Luck, you can't use Guiding Luck's effect that applies to attack rolls and {@skill Perception} checks to use Shared Luck to benefit an ally."
			]
		},
		{
			"name": "Shared Synergy",
			"source": "LOCG",
			"page": 104,
			"level": 10,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dualistic Synergy|LOCG}",
			"entries": [
				"You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to {@action Recall Knowledge}, granting that ally temporary Hit Points, or both, depending on the spell's tradition."
			]
		},
		{
			"name": "Sharp Fangs",
			"source": "LOCG",
			"page": 58,
			"level": 1,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"Your teeth are formidable weapons. You gain a fangs unarmed attack that deals {@damage 1d8} piercing damage."
			],
			"leadsTo": [
				"Envenom Fangs|LOCG"
			]
		},
		{
			"name": "Shed Tail",
			"source": "LOCG",
			"page": 59,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 5,
			"traits": [
				"lizardfolk"
			],
			"prerequisites": "{@feat Tail Whip|LOCG}",
			"trigger": "You become {@condition grabbed}.",
			"requirements": "You have a fully grown tail.",
			"entries": [
				"You can shed your tail to escape. You cease being {@condition grabbed}, then {@action Stride} without triggering any reactions from the creature that {@condition grabbed} you. It takes 1 week for your tail to fully grow back. Until it does, you can't use your tail unarmed attack, and you take a \u20132 circumstance penalty on checks to {@action Balance}."
			]
		},
		{
			"name": "Shory Aerialist",
			"source": "LOCG",
			"page": 15,
			"level": 13,
			"traits": [
				"human"
			],
			"prerequisites": "Garundi, Mauxi, or Tian-Yae ethnicity; {@feat Shory Aeromancer|LOCG} or ability to cast {@spell fly}",
			"entries": [
				"Unique in Golarion's history, the Shory people developed fighting styles dedicated to combat in the air. You gain a +2 circumstance bonus to {@skill Acrobatics} checks to {@action Maneuver in Flight} and a +5-foot status bonus to your fly Speed whenever you are flying via magic."
			]
		},
		{
			"name": "Shory Aeromancer",
			"source": "LOCG",
			"page": 14,
			"level": 9,
			"traits": [
				"human"
			],
			"prerequisites": "Garundi, Mauxi, or Tian-Yae ethnicity",
			"entries": [
				"Your ancestors hailed from the flying cities of the Shory, and a few simple tricks have come down through the ages to you. You can cast 4th-level {@spell fly} on yourself as an innate arcane spell once per day."
			],
			"leadsTo": [
				"Shory Aerialist|LOCG"
			]
		},
		{
			"name": "Shoulder Catastrophe",
			"source": "LOCG",
			"page": 115,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Swordmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Swordmaster Dedication|LOCG}",
			"trigger": "An enemy critically succeeds at a {@action Strike} against an adjacent ally.",
			"entries": [
				"You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering {@action Strike} but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success."
			],
			"leadsTo": [
				"Stave Off Catastrophe|LOPSG"
			]
		},
		{
			"name": "Signifer Armor Expertise",
			"source": "LOCG",
			"page": 85,
			"level": 12,
			"featType": {
				"archetype": [
					"Hellknight Signifer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Signifer Dedication|LOCG}",
			"entries": [
				"You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor."
			]
		},
		{
			"name": "Signifer's Sight",
			"source": "LOCG",
			"page": 85,
			"level": 10,
			"featType": {
				"archetype": [
					"Hellknight Signifer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Hellknight Signifer Dedication|LOCG}",
			"entries": [
				"The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain {@ability darkvision}. Additionally, if you are {@condition dazzled} while wearing your signifer's mask and the target is {@condition concealed} only because you are {@condition dazzled}, you reduce the flat check DC to target that creature from 5 to 3."
			]
		},
		{
			"name": "Sociable",
			"source": "LOCG",
			"page": 15,
			"level": 1,
			"traits": [
				"half-elf"
			],
			"entries": [
				"You're extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in {@skill Diplomacy} (or another skill of your choice if you were already trained in {@skill Diplomacy}), and you gain the {@feat Hobnobber} skill feat."
			]
		},
		{
			"name": "Solar Rejuvenation",
			"source": "LOCG",
			"page": 55,
			"level": 9,
			"traits": [
				"leshy"
			],
			"entries": [
				"If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from {@action Treat Wounds}. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter."
			]
		},
		{
			"name": "Sow Rumor",
			"source": "LOCG",
			"page": 71,
			"level": 2,
			"traits": [
				"uncommon",
				"general",
				"secret",
				"skill"
			],
			"prerequisites": "expert in {@skill Deception}",
			"entries": [
				"You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to {@action Gather Information} (typically 2 hours), at the end of which the GM rolls a secret {@skill Deception} check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible.",
				"The DC similarly increases or decreases depending on how plausible your rumor is.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your rumor spreads like wildfire. Anyone who succeeds at a check to {@action Gather Information} on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month.",
						"Success": "You successfully spread the rumor. Anyone who succeeds at a check to {@action Gather Information} on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week.",
						"Failure": "Your rumor dies off, never becoming popular enough for other people to learn it via {@action Gather Information}.",
						"Critical Failure": "You are unable to spread a rumor and take a \u20134 circumstance penalty to {@skill Deception} checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject."
					}
				}
			]
		},
		{
			"name": "Speak with Kindred",
			"source": "LOCG",
			"page": 55,
			"level": 5,
			"traits": [
				"leshy"
			],
			"entries": [
				"You have a connection with creatures that share your physiology.",
				"You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with plants or fungi that match your leshy heritage. Generally, fungus leshies can speak to mushrooms and fungi; gourd leshies can speak to gourds, melons, and similar fruiting plants; leaf leshies can speak with deciduous trees; and vine leshies can speak with vines and climbing plants. The GM determines which plants or fungi count for this ability."
			]
		},
		{
			"name": "Spellmaster Dedication",
			"source": "LOCG",
			"page": 114,
			"level": 6,
			"featType": {
				"archetype": [
					"Spellmaster"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells",
			"entries": [
				"As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you {@action Identify Magic} with a skill in which you are trained or better. If you have the {@feat Wayfinder Resonance Tinkerer|lowg} feat, you can change the cantrip you chose for that feat each day during your daily preparations."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype."
			],
			"leadsTo": [
				"Absorb Spell|LOCG",
				"Retain Absorbed Spell|LOPSG",
				"Spellmaster's Resilience|LOCG",
				"Spellmaster's Tenacity|LOPSG",
				"Surreptitious Spellcaster|LOCG",
				"Ward Casting|LOCG",
				"Communal Sustain|LOPSG",
				"Familiar Form|LOPSG",
				"Glyph Expert|LOPSG",
				"Master's Counterspell|LOPSG",
				"Mobile Magical Combat|LOPSG",
				"Recover Spell|LOPSG",
				"Spellmaster's Ward|LOPSG"
			]
		},
		{
			"name": "Spellmaster's Resilience",
			"source": "LOCG",
			"page": 114,
			"level": 12,
			"featType": {
				"archetype": [
					"Spellmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Spellmaster Dedication|LOCG}",
			"entries": [
				"Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list."
			],
			"leadsTo": [
				"Spellmaster's Tenacity|LOPSG"
			]
		},
		{
			"name": "Sun Blade",
			"source": "LOCG",
			"page": 90,
			"level": 4,
			"traits": [
				"uncommon",
				"champion"
			],
			"entries": [
				"You can unleash burning sunlight from your sword or spear. You gain the {@spell sun blade|LOCG} devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Surface Culture",
			"source": "LOCG",
			"page": 20,
			"level": 1,
			"traits": [
				"uncommon",
				"dwarf"
			],
			"access": "any surface dwarf ethnicity",
			"entries": [
				"Your interactions with other cultures on the surface have not only taught you about many other ancestries, but have also helped you realize the value of your own. You gain the trained proficiency rank in the {@skill Society} skill (or another skill of your choice if you were already trained in {@skill Society}), and you gain the {@feat Additional Lore} skill feat for the {@skill Lore} corresponding to your culture (for instance, {@skill Lore||Ouat Lore} or {@skill Lore||Pahmet Lore})."
			]
		},
		{
			"name": "Surreptitious Spellcaster",
			"source": "LOCG",
			"page": 114,
			"level": 8,
			"featType": {
				"archetype": [
					"Spellmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Spellmaster Dedication|LOCG}",
			"entries": [
				"You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the {@feat Conceal Spell} wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to {@skill Stealth} checks to Conceal a Spell and to {@skill Deception} checks to conceal verbal components."
			]
		},
		{
			"name": "Survivor of Desolation",
			"source": "LOCG",
			"page": 95,
			"level": 8,
			"featType": {
				"archetype": [
					"Knight Reclaimant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Reclaimant Dedication|LOCG}",
			"entries": [
				"You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas."
			],
			"leadsTo": [
				"Shepherd of Desolation|LOKL"
			]
		},
		{
			"name": "Swift Swimmer",
			"source": "LOCG",
			"page": 59,
			"level": 5,
			"traits": [
				"lizardfolk"
			],
			"prerequisites": "wetlander lizardfolk",
			"entries": [
				"You swim faster than most iruxi. Your swim Speed increases to 25 feet."
			]
		},
		{
			"name": "Swordmaster Dedication",
			"source": "LOCG",
			"page": 115,
			"level": 6,
			"featType": {
				"archetype": [
					"Swordmaster"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords",
			"entries": [
				"Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to {@action Disarm} you. If you have the {@feat Deft Cooperation|lowg} feat and critically succeed on a check to {@action Aid} an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype."
			],
			"leadsTo": [
				"Death's Door|LOCG",
				"Harrying Strike|LOCG",
				"Shoulder Catastrophe|LOCG",
				"Stave Off Catastrophe|LOPSG",
				"Armored Exercise|LOPSG",
				"Armored Rest|LOPSG",
				"Emergency Medical Assistance|LOPSG",
				"Focus Ally|LOPSG",
				"Forceful Shot|LOPSG",
				"Improvised Crafting|LOPSG",
				"Martial Exercise|LOPSG",
				"Physical Training|LOPSG",
				"Practiced Defender|LOPSG",
				"Protect Ally|LOPSG",
				"Quick Stow|LOPSG",
				"Recollect Studies|LOPSG",
				"Reflexive Grip|LOPSG",
				"Rugged Survivalist|LOPSG",
				"Tense Negotiator|LOPSG"
			]
		},
		{
			"name": "Synergistic Spell",
			"source": "LOCG",
			"page": 105,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 20,
			"featType": {
				"archetype": [
					"Halcyon Speaker"
				]
			},
			"traits": [
				"archetype",
				"metamagic"
			],
			"prerequisites": "{@feat Halcyon Spellcasting Initiate|LOCG}, {@feat Fulminating Synergy|LOCG}, legendary in {@skill Arcana} and {@skill Nature}",
			"entries": [
				"You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to {@action Cast a Spell} from one of your halcyon spell slots, after that spell resolves, you can {@action Cast a Spell||Cast another Spell} as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast."
			]
		},
		{
			"name": "Tail Spin",
			"source": "LOCG",
			"page": 38,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|tailed goblin|tailed} heritage, {@feat Hard Tail|LOCG}",
			"entries": [
				"You excel at using your tail as a weapon to upend your foes.",
				"Attempt a single {@skill Athletics} check to {@action Trip} up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead."
			]
		},
		{
			"name": "Tail Whip",
			"source": "LOCG",
			"page": 58,
			"level": 1,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals {@damage 1d6} bludgeoning damage and has the {@trait sweep} trait."
			],
			"leadsTo": [
				"Shed Tail|LOCG"
			]
		},
		{
			"name": "Tempest-sun Redirection",
			"source": "LOCG",
			"page": 102,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype",
				"metamagic"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Tempest-Sun Mages affiliation",
			"entries": [
				"If the next action you use is to {@action Cast a Spell} from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level."
			],
			"leadsTo": [
				"Tempest-sun Shielding|LOCG"
			]
		},
		{
			"name": "Tempest-sun Shielding",
			"source": "LOCG",
			"page": 103,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Tempest-Sun Redirection|LOCG}",
			"trigger": "You or an ally within 30 feet takes damage.",
			"entries": [
				"You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell."
			]
		},
		{
			"name": "Terrain Advantage",
			"source": "LOCG",
			"page": 59,
			"level": 9,
			"traits": [
				"lizardfolk"
			],
			"entries": [
				"You can take advantage of the terrain to bypass foes' defenses.",
				"Non-lizardfolk creatures in {@quickref difficult terrain||3|terrain} are {@condition flat-footed} to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also {@condition flat-footed} to you."
			]
		},
		{
			"name": "Theoretical Acumen",
			"source": "LOCG",
			"page": 32,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 1,
			"traits": [
				"gnome"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You succeed at a skill check to {@action Recall Knowledge} to identify a creature.",
			"entries": [
				"You study a creature's form and behavior to hypothesize likely means of overcoming its strengths. Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature's abilities, in place of your {@skill Perception} modifier to {@action Seek} the creature, in place of your {@skill Deception} modifier to {@action Feint} against the creature, or in place of your {@skill Intimidation} modifier to {@action Demoralize} the creature. Alternatively, against one of the creature's attacks, you can use your DC for the skill used in the triggering check in place of your AC."
			]
		},
		{
			"name": "Tomb-watcher's Glare",
			"source": "LOCG",
			"page": 21,
			"level": 5,
			"traits": [
				"divine",
				"dwarf"
			],
			"prerequisites": "death warden dwarf heritage",
			"entries": [
				"When you critically hit an undead creature, or an undead creature critically fails a saving throw against one of your abilities, you drive your divine wrath home in your enemy's heart. The undead is {@condition enfeebled 1} for 1 round."
			]
		},
		{
			"name": "Torch Goblin",
			"source": "LOCG",
			"page": 38,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|charhide goblin |charhide goblin} heritage",
			"entries": [
				"You've spent enough time on fire that you know how to use it to your advantage.",
				"You can light yourself thoroughly on fire with a held torch, a bottle of alchemist's fire, or a similar incendiary, dealing yourself {@damage 1d6} {@condition persistent damage||persistent fire damage}. As long as you are suffering {@condition persistent damage||persistent fire damage}, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes {@damage 1d6} fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the {@condition persistent damage||persistent fire damage} each round, as normal."
			],
			"leadsTo": [
				"Scalding Spit|LOCG"
			]
		},
		{
			"name": "Tree Climber",
			"source": "LOCG",
			"page": 38,
			"level": 5,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|tailed goblin|tailed} or {@ancestry goblin|crb|treedweller goblin|treedweller} heritage",
			"entries": [
				"Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet. You gain a climb Speed of 10 feet. If you also have the {@feat Cave Climber} ancestry feat, your total climb Speed increases to your land Speed when climbing trees.."
			]
		},
		{
			"name": "Tupilaq Carver",
			"source": "LOCG",
			"page": 13,
			"level": 1,
			"traits": [
				"uncommon",
				"human"
			],
			"prerequisites": "You have a spellcasting class feature with the divine or primal tradition",
			"access": "Erutaki ethnicity",
			"entries": [
				"You know the truth behind old stories that tell of sending a fetish of bone and sinew to seek vengeance. These old magics allow you to conjure constructs with ease.",
				"Add the {@spell summon construct} spell to your spell list. The constructs you summon have a distinct ivory scrimshaw appearance, and if you include a drop of blood, lock of hair, or other portion of a creature's body as part of the spell's material component, the summoned construct gains a +4 status bonus to {@skill Perception} checks to sense or locate that creature."
			]
		},
		{
			"name": "Tusks",
			"source": "LOCG",
			"page": 15,
			"level": 1,
			"traits": [
				"half-orc"
			],
			"entries": [
				"Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage."
			],
			"special": [
				"You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat."
			]
		},
		{
			"name": "Unassuming Dedication",
			"source": "LOCG",
			"page": 44,
			"level": 1,
			"traits": [
				"uncommon",
				"halfling"
			],
			"access": "Uhlam ethnicity",
			"entries": [
				"Your family instilled the values of care and patience into you from a young age.",
				"You gain a +1 circumstance bonus to checks to perform a downtime activity."
			]
		},
		{
			"name": "Unbreakable-er Goblin",
			"source": "LOCG",
			"page": 39,
			"level": 13,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|unbreakable goblin|unbreakable} heritage",
			"entries": [
				"As hard as most {@ancestry goblin|crb|unbreakable goblin|unbreakable} are to break, you are that much harder to break. You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the {@feat Bouncy Goblin|LOCG} feat, after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet."
			]
		},
		{
			"name": "Undaunted",
			"source": "LOCG",
			"page": 54,
			"level": 1,
			"traits": [
				"leshy"
			],
			"entries": [
				"Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves against {@trait emotion} effects. If you roll a success on a saving throw against an {@trait emotion} effect, you get a critical success instead."
			]
		},
		{
			"name": "Unexpected Shift",
			"source": "LOCG",
			"page": 32,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"gnome"
			],
			"trigger": "You would take damage from an attack, spell, or other effect.",
			"entries": [
				"Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing\u2014often surprising you as much as your enemies. Roll a DC {@flatDC 16} flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the {@condition dazzled} condition for 1 round."
			],
			"leadsTo": [
				"Fortuitous Shift|LOCG"
			]
		},
		{
			"name": "Unravel Mysteries",
			"source": "LOCG",
			"page": 113,
			"level": 8,
			"featType": {
				"archetype": [
					"Scrollmaster"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "master in a {@action Decipher Writing} skill, {@feat Scrollmaster Dedication|LOCG}",
			"entries": [
				"You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you {@action Decipher Writing}, you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual \u20132 circumstance penalty to further checks to decipher that text."
			]
		},
		{
			"name": "Unshakable Idealism",
			"source": "LOCG",
			"page": 94,
			"level": 8,
			"featType": {
				"archetype": [
					"Knight Vigilant"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Knight Vigilant Dedication|LOCG}, expert in Will saves",
			"entries": [
				"Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against {@trait fear} effects and {@trait emotion} effects that inflict despair. When you would gain the {@condition fleeing} condition, you can choose to stand your ground and be {@condition stunned} for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends."
			]
		},
		{
			"name": "Uzunjati Recollection",
			"source": "LOCG",
			"page": 103,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Uzunjati Storytelling|LOCG}, master in a {@action Recall Knowledge} skill",
			"entries": [
				"You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. {@action Recall Knowledge} with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details.",
				"Halcyon Speaker One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring."
			],
			"leadsTo": [
				"Janatimo's Lessons|LOL"
			]
		},
		{
			"name": "Uzunjati Storytelling",
			"source": "LOCG",
			"page": 102,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Magaambyan Attendant"
				]
			},
			"traits": [
				"archetype",
				"concentrate",
				"skill"
			],
			"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Uzunjati affiliation, master in a {@action Recall Knowledge} skill",
			"entries": [
				"You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to {@action Recall Knowledge} in which you have expert proficiency, using the result entry for the {@action Perform} action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent {@skill Diplomacy} checks against the observers\u2014or even change their attitudes\u2014if the GM sees fit. This action is not a {@skill Performance} and cannot be used in place of anything that requires you to {@action Perform}."
			],
			"leadsTo": [
				"Uzunjati Recollection|LOCG",
				"Janatimo's Lessons|LOL"
			]
		},
		{
			"name": "Vibrant Display",
			"source": "LOCG",
			"page": 33,
			"level": 1,
			"traits": [
				"gnome"
			],
			"prerequisites": "chameleon gnome heritage",
			"frequency": {
				"number": 1,
				"recurs": true,
				"interval": 10,
				"unit": "minute"
			},
			"entries": [
				"Whereas most gnomes' coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the {@action Feint} action, you can compare your {@skill Deception} check result to the {@skill Perception} DCs of all adjacent creatures rather than just one creature within melee reach. It's possible to get a different degree of success for each target.",
				"These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise."
			]
		},
		{
			"name": "Vigorous Health",
			"source": "LOCG",
			"page": 50,
			"level": 1,
			"traits": [
				"hobgoblin"
			],
			"entries": [
				"Your physique is robust and can withstand blood loss startlingly well. Whenever you would gain the {@condition drained} condition, you can attempt a DC {@flatDC 17} flat check. On a success, you don't gain the {@condition drained} condition."
			]
		},
		{
			"name": "Viking Shieldbearer",
			"source": "LOCG",
			"page": 13,
			"level": 1,
			"traits": [
				"uncommon",
				"human"
			],
			"access": "Ulfen ethnicity",
			"entries": [
				"You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the {@feat Shield Block} reaction and are trained in your choice of the battle axe or longsword."
			]
		},
		{
			"name": "Virtue-forged Tattoos",
			"source": "LOCG",
			"page": 14,
			"level": 9,
			"traits": [
				"human"
			],
			"prerequisites": "{@feat Ornate Tattoo|LOCG}",
			"entries": [
				"Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish.",
				"You can cast that spell once per day as an innate arcane spell."
			]
		},
		{
			"name": "Wandering Heart",
			"source": "LOCG",
			"page": 27,
			"level": 13,
			"traits": [
				"elf"
			],
			"prerequisites": "{@ancestry elf|crb|arctic elf|arctic}, {@ancestry elf|crb|cavern elf|cavern}, {@ancestry elf|crb|desert elf|desert}, {@ancestry elf|crb|woodland elf|woodland}, or any other elf heritage based on adapting to an environment",
			"entries": [
				"While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for {@ancestry elf|crb|arctic elf|arctic}, or a forest or jungle for {@ancestry elf|crb|woodland elf|woodland}) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn't related to an environment, such as {@ancestry elf|crb|ancient elf|ancient}, {@ancestry elf|crb|seer elf|seer}, or {@ancestry elf|crb|whisper elf|whisper}."
			],
			"special": null
		},
		{
			"name": "Ward Casting",
			"source": "LOCG",
			"page": 114,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Spellmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Spellmaster Dedication|LOCG}, {@feat Steady Spellcasting|APG}",
			"trigger": "You attempt a flat check for Steady Spellcasting, but you haven't rolled yet.",
			"entries": [
				"You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10."
			]
		},
		{
			"name": "Wavetouched Paragon",
			"source": "LOCG",
			"page": 13,
			"level": 5,
			"traits": [
				"human"
			],
			"prerequisites": "Bonuwat ethnicity",
			"entries": [
				"You have been blessed by the sea, granting you the ability to swim like a fish.",
				"You gain a 15-foot swim Speed."
			]
		},
		{
			"name": "Wildborn Adept",
			"source": "LOCG",
			"page": 27,
			"level": 5,
			"traits": [
				"elf"
			],
			"prerequisites": "{@feat Wildborn Magic|LOCG}",
			"entries": [
				"The whispers of the jungle grant you more diverse access to simple primal magic. You can cast {@spell dancing lights}, disrupt undead, and tanglefoot as innate primal spells at will.",
				"If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic."
			]
		},
		{
			"name": "Wildborn Magic",
			"source": "LOCG",
			"page": 26,
			"level": 1,
			"traits": [
				"uncommon",
				"elf"
			],
			"access": "Mualijae ethnicity",
			"entries": [
				"You have learned to access the old magic of wild places. Choose one {@filter cantrip|spells|Tradition & Spell List=primal} from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up."
			],
			"leadsTo": [
				"Wildborn Adept|LOCG"
			]
		},
		{
			"name": "Witch Warden",
			"source": "LOCG",
			"page": 13,
			"level": 1,
			"traits": [
				"uncommon",
				"human"
			],
			"access": "Kellid ethnicity",
			"entries": [
				"You and your family have fought long and hard against witches, particularly the winter witches of Irrisen, and you've learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead."
			]
		},
		{
			"name": "Woodcraft",
			"source": "LOCG",
			"page": 26,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a {@skill Survival} skill check to {@action Sense Direction}, {@action Subsist}, or {@action Cover Tracks}, you get a failure instead, and if you roll a success, you get a critical success instead."
			]
		}
	]
}
