{
	"feat": [
		{
			"name": "Contract Negotiator",
			"level": 1,
			"source": "LOHh",
			"page": 72,
			"featType": {
				"skill": [
					"Lore"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Lore||Legal Lore}",
			"entries": [
				"Your experience with bargaining and deciding terms as part of Highhelm's guilds helps you make deals in other situations. When negotiating deals or agreements, you can use {@skill Lore||Legal Lore} in place of {@skill Diplomacy} to {@action Make an Impression} or a {@action Request}, even if there is no legal framework under which you are negotiating. If you are an expert in {@skill Diplomacy}, you gain a +1 circumstance bonus to these checks; if you are a master in {@skill Diplomacy}, this increases to +2, and +3 if you are legendary."
			]
		},
		{
			"name": "Vicious Critique",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 1,
			"source": "LOHh",
			"page": 72,
			"featType": {
				"skill": [
					"Crafting",
					"Intimidation"
				]
			},
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Crafting} and {@skill Intimidation}",
			"trigger": "You are about to attempt to {@action Coerce} a merchant or crafter.",
			"entries": [
				"You have an eye for detail and a mouth for pointing out flaws, which makes it all the easier to convince the merchants and crafters of King's Heart to help you. You quickly analyze the triggering creature's wares in hopes of finding something useful in your coercion and attempt a {@skill Crafting} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You have plenty to work with and can leave your target shocked with your analysis. If you a roll a success on your {@skill Intimidation} check, you get a critical success instead. If you roll a critical failure, you get a failure instead.",
						"Success": "As critical success, but you only gain the benefits when rolling a success on your {@skill Intimidation} check.",
						"Failure": "You misjudge the wares, which makes you come across as unknowledgeable and less intimidating. You take a \u20131 circumstance penalty to your {@skill Intimidation} check to {@action Coerce}.",
						"Critical Failure": "As failure, but the penalty is \u20132."
					}
				}
			]
		},
		{
			"name": "Cooperative Crafting",
			"level": 2,
			"source": "LOHh",
			"page": 72,
			"featType": {
				"skill": [
					"Crafting"
				]
			},
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Crafting}",
			"entries": [
				"You've learned to make the most of working with others on your crafting projects, a must when working with the various guilds of Highhelm. If an ally is attempting to {@action Aid} you with your {@skill Crafting}, you ignore the \u20131 circumstance penalty if they roll a critical failure. If an ally also has the Cooperative Crafting feat, you can choose to pool your resources and work on the same item together; you can only work with 1 ally in this way. Both of you attempt a {@skill Crafting} check on the same item; if you both succeed, reduce the minimum time to craft the item by 1 day. When determining the level of item you and your ally can {@action craft}, you use the higher of your level or your ally's level plus 1. If you attempt to {@action Craft} an item that's a higher level than either of you and one of you fails, both checks become critical failures instead."
			]
		},
		{
			"name": "Master of Apprentice",
			"level": 7,
			"source": "LOHh",
			"page": 73,
			"featType": {
				"skill": [
					"Crafting",
					"Performance",
					"Lore"
				]
			},
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Crafting}, {@skill Performance}, or a {@skill Lore} skill",
			"entries": [
				"Teaching is a difficult art form, but you've gotten a pretty good handle on it. When you {@action Craft} or {@action Earn Income} during downtime, you can also attempt to {@action Aid} another creature doing the same with the same skill if they have a lower proficiency bonus than you. If you succeed, they can use the better result between your check and their own check."
			]
		},
		{
			"name": "What's That Up Your Sleeve?",
			"level": 2,
			"source": "LOHh",
			"page": 73,
			"featType": {
				"skill": [
					"Lore"
				]
			},
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Lore||Gambling Lore}",
			"entries": [
				"Whether as a dealer or player, you've learned to spot cheaters. When another creature attempts to {@action Conceal an Object} from you, use your {@skill lore||Gambling Lore} DC if it's higher than your {@skill Perception} DC to determine whether they succeed. When you search a creature for a concealed object, you can use {@skill lore||Gambling Lore} in place of {@skill Perception}."
			]
		},
		{
			"name": "Clan Lore",
			"level": 1,
			"source": "LOHh",
			"page": 108,
			"traits": [
				"dwarf"
			],
			"entries": [
				"Your identity as a member of your clan is as central to your sense of self as your dwarven ancestry. You gain the trained proficiency rank in the two skills of your clan. If you would automatically become trained in one of these skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the listed {@skill Lore} for your clan. If you come from a clan not listed here, you become trained in an appropriate selection of skills as determined by your GM. Since the trade of a clan takes a while to learn, these skills don't automatically change should you ever leave your clan and join another, though your GM might allow you to change these skills as part of retraining during downtime.",
				{
					"type": "data",
					"tag": "table",
					"name": "Clan Lore",
					"source": "LOHh"
				}
			]
		},
		{
			"name": "Rivethun Disciple",
			"level": 1,
			"source": "LOHh",
			"page": 108,
			"traits": [
				"uncommon",
				"dwarf"
			],
			"prerequisites": "{@background Rivethun Adherent} background or you are a member of the Rivethun",
			"entries": [
				"By studying with the dwarven shamans of Highhelm, you have become aware of the friction between your body and spirit. With some concentration, you can make the best of this dichotomy. You gain a +1 circumstance bonus to {@skill Crafting}, {@skill Deception}, {@skill Intimidation}, and {@skill Medicine} as long as you have the {@condition clumsy}, {@condition drained}, or {@condition enfeebled} conditions. You also gain a +1 circumstance bonus to {@skill Athletics}, {@skill Stealth}, and {@skill Thievery} checks as long as you have the {@condition immobilized}, {@condition slowed}, or {@condition stupefied} conditions."
			]
		},
		{
			"name": "Rivethun Spiritual Attunement",
			"level": 9,
			"source": "LOHh",
			"page": 108,
			"traits": [
				"uncommon",
				"dwarf"
			],
			"prerequisites": "{@background Rivethun Adherent} background or you are a member of the Rivethun",
			"entries": [
				"Your time spent among the Rivethun has heightened your awareness of animate spirits around you, giving you the ability to sense them briefly. Once per day, you can use an action, which has the {@trait concentrate} trait, to gain spiritsense as an imprecise sense with a range of 60 feet for 1 minute. You can sense the presence of spirits as described in the {@feat Soulsight (Sorcerer)|APG} feat."
			]
		},
		{
			"name": "Stalwart Defender Dedication",
			"level": 2,
			"source": "LOHh",
			"page": 110,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in light armor",
			"access": "You are a {@ancestry dwarf} or have undergone defender training in a dwarven settlement such as Highhelm.",
			"entries": [
				"You have completed your initial training in the ways of a stalwart defender. You gain the Tenacious Stance action.",
				{
					"type": "ability",
					"name": "Tenacious Stance",
					"activity": {
						"unit": "action",
						"number": 1
					},
					"traits": [
						"stance"
					],
					"requirements": "You are wearing armor",
					"entries": [
						"You steady yourself, as tough and immutable as stone. You gain a number of temporary Hit Points equal to half your level (minimum 1) and a +2 circumstance bonus to DCs against being {@action shove||Shoved} and {@action trip||Tripped}. However, you no longer negate your armor check penalty or Speed penalty for having a high Strength while in this stance. After you leave Tenacious Stance, you lose any remaining temporary Hit Points from the stance, and you become temporarily immune to gaining temporary Hit Points from Tenacious Stance for 1 minute."
					]
				}
			],
			"special": [
				"You cannot select another dedication feat until you take two other feats from the {@archetype stalwart defender|LOHh} archetype."
			],
			"leadsTo": [
				"Mountain Skin|LOHh",
				"Tunnel Wall|LOHh",
				"Crushing Step|LOHh",
				"Gravel Guts|LOHh",
				"Upset Balance|LOHh",
				"Rupture Stomp|LOHh",
				"Unshaken in Iron|LOHh",
				"Gathering Moss|LOHh",
				"Cracked Mountain|LOHh",
				"Stone Body|LOHh"
			]
		},
		{
			"name": "Mountain Skin",
			"level": 4,
			"source": "LOHh",
			"page": 110,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"entries": [
				"You become trained in medium and heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in any armor (but not unarmored defense), you also gain that proficiency rank in the armor types granted to you by this feat."
			]
		},
		{
			"name": "Tunnel Wall",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"source": "LOHh",
			"page": 110,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shield Block}, {@feat Stalwart Defender Dedication|LOHh}",
			"requirements": "You are in {@action Tenacious Stance|LOHh}",
			"entries": [
				"Using your shield, you guard against the movement of foes as surely as if you were a wall of stone. You {@action Raise a Shield} and become anchored for 1 round. While anchored, you gain a +4 circumstance bonus to the DC to {@action Tumble Through} your space."
			]
		},
		{
			"name": "Crushing Step",
			"level": 4,
			"source": "LOHh",
			"page": 110,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"entries": [
				"The weight of your armored feet casts aside natural impediments. When wearing medium or heavy armor, you ignore {@quickref difficult terrain||3|terrain|0} from non-magical sources. If you are a master in the armor you are wearing, you also ignore {@quickref greater difficult terrain||3|terrain|0} from non-magical sources."
			]
		},
		{
			"name": "Gravel Guts",
			"level": 6,
			"source": "LOHh",
			"page": 110,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"entries": [
				"Stone never becomes queasy, so why should you? You gain a +1 circumstance bonus to saving throws against the {@condition sickened} condition. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success)."
			]
		},
		{
			"name": "Upset Balance",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"source": "LOHh",
			"page": 110,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}, expert in {@skill Athletics}",
			"trigger": "You are damaged by a melee {@action Strike}.",
			"requirements": "You are in {@action Tenacious Stance|LOHh}",
			"entries": [
				"You lean into your foe's attack, using the weight of your body and armor to send them reeling. Attempt an {@skill Athletics} check against the creature's Reflex DC. On a success, the target becomes {@condition clumsy 1} until the end of its next turn (clumsy 2 on a critical success). If you are {@feat tunnel wall|LOHh|anchored}, you gain a +2 circumstance bonus to this check."
			]
		},
		{
			"name": "Rupture Stomp",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"source": "LOHh",
			"page": 111,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"requirements": "You are in {@action Tenacious Stance|LOHh}",
			"entries": [
				"Every dwarf knows that the rock they walk upon can be either a best friend or a treacherous path. With a heavy impact of your armored heel, you crack the ground underneath you. The ground within a 10-foot emanation becomes {@quickref difficult terrain||3|terrain|0}. If you are a master or better in the armor you are wearing, this becomes {@quickref greater difficult terrain||3|terrain|0}. The cracked ground settles and reverts to normal terrain after 1 minute."
			],
			"special": [
				"At 16th level, you can take this feat again. If you do, you can use it once per hour instead of once per day."
			]
		},
		{
			"name": "Unshaken in Iron",
			"level": 8,
			"source": "LOHh",
			"page": 111,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"entries": [
				"You know the precise limits of your armor, and trust it to save you from harm. You gain the armor specialization effect of light armor. If you are trained in medium or heavy armor, you gain the respective armor specialization effect for those armors as well. While in Tenacious Stance, you increase the value of your armor specialization effects by an amount equal to the value of your armor check penalty (adding +3 to the resistance while wearing plate armors, for example)."
			]
		},
		{
			"name": "Gathering Moss",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"source": "LOHh",
			"page": 111,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype",
				"magical",
				"necromancy"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You enter {@action Tenacious Stance|LOHh}",
			"entries": [
				"By rooting yourself in place, you are able to focus your body's natural healing to work faster. You gain {@ability fast healing} equal to your level. This fast healing remains for 1 minute or until you end your Tenacious Stance, whichever comes first."
			]
		},
		{
			"name": "Cracked Mountain",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"source": "LOHh",
			"page": 111,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "You would be reduced to 0 Hit Points but not immediately killed.",
			"requirements": "You are in {@action Tenacious Stance|LOHh}",
			"entries": [
				"You fight on, staying on your feet and lashing out at a foe. You avoid being knocked out and remain at 1 Hit Point, and your {@condition wounded} condition increases by 1. Make a melee {@action Strike} at an enemy within reach. You immediately end your Tenacious Stance."
			]
		},
		{
			"name": "Stone Body",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"source": "LOHh",
			"page": 111,
			"featType": {
				"archetype": [
					"Stalwart Defender"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Stalwart Defender Dedication|LOHh}",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"requirements": "You are in {@action Tenacious Stance|LOHh}",
			"entries": [
				"Emulating the great defenders throughout dwarven history, you close your mind to the sensation of pain, becoming as resolute as stone itself. You gain resistance 10 to all damage. This effect lasts until the end of your next turn or immediately upon being critically hit."
			]
		}
	]
}
