{
	"feat": [
		{
			"name": "A Home in Every Port",
			"source": "APG",
			"page": 202,
			"level": 11,
			"traits": [
				"downtime",
				"general"
			],
			"prerequisites": "Charisma 16",
			"entries": [
				"You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you."
			]
		},
		{
			"name": "Aasimar's Mercy",
			"source": "APG",
			"page": 36,
			"level": 13,
			"traits": [
				"aasimar"
			],
			"entries": [
				"Your celestial powers allow you to remove lesser afflictions with ease. Each day, you can cast two 4th-level divine innate spells. You can choose from the following spells each time you cast: {@spell remove curse}, {@spell remove disease}, and {@spell neutralize poison}."
			]
		},
		{
			"name": "Accelerating Touch",
			"source": "APG",
			"page": 119,
			"level": 4,
			"traits": [
				"champion"
			],
			"prerequisites": "devotion spell ({@spell lay on hands})",
			"entries": [
				"Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn."
			]
		},
		{
			"name": "Acclimatization",
			"source": "APG",
			"page": 177,
			"level": 4,
			"featType": {
				"archetype": [
					"Horizon Walker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Horizon Walker Dedication|APG}",
			"entries": [
				"Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures {@action Follow the Expert} with you as a guide in your favored terrain, they too treat temperature effects as one step less severe."
			]
		},
		{
			"name": "Accompany",
			"source": "APG",
			"page": 113,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"bard",
				"concentrate",
				"manipulate"
			],
			"trigger": "An ally within 30 feet {@action Cast a Spell|CRB|Casts a Spell}.",
			"entries": [
				"You use your performances to supplement an ally's spellcasting, providing magical energy for their spells. Attempt a {@skill Performance} check, {@table DCs by Level|CRB|using a very high DC for the ally's level}, and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 level higher than the triggering spell. If you succeed at the {@skill Performance} check, your ally's spell doesn't cost the Focus Point or spell slot."
			]
		},
		{
			"name": "Accurate Flurry",
			"source": "APG",
			"page": 133,
			"level": 20,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Impossible Flurry}",
			"requirements": "You are wielding two melee weapons, each in a different hand.",
			"entries": [
				"You refine the precision of your unbelievable storm of blows. When you perform an {@feat Impossible Flurry}, your first attack with each weapon instead takes the multiple attack penalty as though you had already made one attack this turn. All subsequent attacks take the maximum multiple attack penalty, as though you had already made two or more attacks this turn."
			]
		},
		{
			"name": "Accursed Claws",
			"source": "APG",
			"page": 31,
			"level": 9,
			"traits": [
				"changeling"
			],
			"prerequisites": "claw unarmed attack",
			"entries": [
				"Your claws carry your mother's hag magic. When you critically hit with a claw {@action Strike}, the target takes an additional {@damage 1d4} {@condition persistent damage||persistent mental damage}."
			]
		},
		{
			"name": "Acquired Tolerance",
			"source": "APG",
			"page": 186,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Poisoner"
				]
			},
			"traits": [
				"archetype",
				"fortune"
			],
			"prerequisites": "{@feat Poisoner Dedication|APG}",
			"trigger": "You fail a save against a poison.",
			"entries": [
				"A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison."
			]
		},
		{
			"name": "Acrobat Dedication",
			"source": "APG",
			"page": 155,
			"level": 2,
			"featType": {
				"archetype": [
					"Acrobat"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Acrobatics}",
			"entries": [
				"You become an expert in {@skill Acrobatics}. At 7th level, you become a master in {@skill Acrobatics}, and at 15th level, you become legendary in {@skill Acrobatics}. Whenever you critically succeed at an {@skill Acrobatics} check to {@action Tumble Through} an enemy's space, you don't treat the enemy's space as {@quickref difficult terrain||3|terrain}."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the acrobat archetype."
			],
			"leadsTo": [
				"Contortionist|APG",
				"Dodge Away|APG",
				"Graceful Leaper|APG",
				"Tumbling Opportunist|APG",
				"Tumbling Strike|APG"
			]
		},
		{
			"name": "Acrobatic Performer",
			"source": "APG",
			"page": 202,
			"level": 1,
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Acrobatics}",
			"entries": [
				"You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an {@skill Acrobatics} check instead of a {@skill Performance} check when using the {@action Perform} action."
			]
		},
		{
			"name": "Additional Companion",
			"source": "APG",
			"page": 160,
			"level": 4,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Beastmaster Dedication|APG}",
			"entries": [
				"Another animal joins you in your travels. It is a {@quickref young animal companion||0|young animal companions} that has the {@trait minion} trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works."
			],
			"special": [
				"You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype)."
			]
		},
		{
			"name": "Additional Recollection",
			"source": "APG",
			"page": 132,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"traits": [
				"ranger"
			],
			"trigger": "You succeed or critically succeed at a check to {@action Recall Knowledge} on your hunted prey.",
			"entries": [
				"You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to {@action Recall Knowledge} about a different creature you can perceive."
			]
		},
		{
			"name": "Additional Shadow Magic",
			"source": "APG",
			"page": 192,
			"level": 12,
			"featType": {
				"archetype": [
					"Shadowdancer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shadow Magic|APG}",
			"entries": [
				"Choose an additional shadowdancer focus spell you haven't already selected from {@feat Shadow Magic|APG}. Increase the number of Focus Points in your pool by 1."
			]
		},
		{
			"name": "Adrenaline Rush",
			"source": "APG",
			"page": 108,
			"level": 1,
			"traits": [
				"barbarian",
				"rage"
			],
			"entries": [
				"In the heat of battle, you are capable of amazing feats of strength. While you are {@action Rage|CRB|raging}, increase your {@condition encumbered} and maximum Bulk limits by 2; you also gain a +1 status bonus to {@skill Athletics} checks to lift heavy objects, {@action Escape}, and {@action Force Open}."
			]
		},
		{
			"name": "Advanced Bow Training",
			"source": "APG",
			"page": 157,
			"level": 6,
			"featType": {
				"archetype": [
					"Archer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Archer Dedication|APG}",
			"entries": [
				"Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with {@filter all advanced bows|items||group=bow|Subcategory=Weapon;Advanced|category=weapon} as if they were martial weapons in the {@group bow} weapon group."
			]
		},
		{
			"name": "Advanced Deduction",
			"source": "APG",
			"page": 151,
			"level": 6,
			"featType": {
				"archetype": [
					"Investigator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Deduction|APG}",
			"entries": [
				"You gain one {@filter investigator|feats||Class=investigator|level=[1;10]} feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another investigator feat."
			]
		},
		{
			"name": "Advanced First Aid",
			"source": "APG",
			"page": 202,
			"level": 7,
			"featType": {
				"skill": [
					"Medicine"
				]
			},
			"traits": [
				"general",
				"healing",
				"manipulate",
				"skill"
			],
			"prerequisites": "master in {@skill Medicine}",
			"entries": [
				"You use your medical training to ameliorate sickness or assuage fears. When you use {@skill Medicine} to {@action Administer First Aid}, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally's {@condition frightened} or {@condition sickened} condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the {@skill Medicine} check is usually the DC of the effect that caused the condition."
			]
		},
		{
			"name": "Advanced Flair",
			"source": "APG",
			"page": 153,
			"level": 6,
			"featType": {
				"archetype": [
					"Swashbuckler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Flair|APG}",
			"entries": [
				"You gain one {@filter swashbuckler|feats||Class=swashbuckler|level=[1;10]} feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another swashbuckler feat."
			]
		},
		{
			"name": "Advanced General Training",
			"source": "APG",
			"page": 47,
			"level": 13,
			"traits": [
				"human"
			],
			"entries": [
				"Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites."
			],
			"special": [
				"You can select this feat multiple times, choosing a different feat each time."
			]
		},
		{
			"name": "Advanced Mysteries",
			"source": "APG",
			"page": 152,
			"level": 6,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Mysteries|APG}",
			"entries": [
				"You gain one {@filter oracle|feats||Class=oracle|level=[1;10]} feat. For meeting its prerequisites, your oracle level is equal to half your level."
			],
			"special": [
				"You can select this feat more than once. Each time, you gain another oracle feat."
			]
		},
		{
			"name": "Advanced Revelation",
			"source": "APG",
			"page": 79,
			"level": 6,
			"traits": [
				"oracle"
			],
			"prerequisites": "initial revelation spell",
			"entries": [
				"You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1."
			],
			"leadsTo": [
				"Diverse Mystery|APG"
			]
		},
		{
			"name": "Advanced Witchcraft",
			"source": "APG",
			"page": 154,
			"level": 6,
			"featType": {
				"archetype": [
					"Witch"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Witchcraft|APG}",
			"entries": [
				"You gain one {@filter witch|feats||Class=witch|level=[1;10]} feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level."
			],
			"special": [
				"You can select this feat more than once. Each time you select it, you gain another witch feat."
			]
		},
		{
			"name": "Aerobatics Mastery",
			"source": "APG",
			"page": 202,
			"level": 7,
			"featType": {
				"skill": [
					"Acrobatics"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Acrobatics}",
			"entries": [
				"You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to {@skill Acrobatics} checks to {@action Maneuver in Flight} and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the {@skill Acrobatics} check is equal to the DC of the most difficult maneuver + 5. If you're legendary in {@skill Acrobatics}, you can combine three such maneuvers into a single action; the DC of the {@skill Acrobatics} check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed."
			]
		},
		{
			"name": "After You",
			"source": "APG",
			"page": 88,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 2,
			"traits": [
				"swashbuckler"
			],
			"trigger": "You're about to roll initiative.",
			"entries": [
				"You allow your foes to make the first move in a show of incredible confidence. You don't roll initiative; instead you voluntarily go last. You gain {@classFeature Panache|Swashbuckler|APG|1}. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want."
			]
		},
		{
			"name": "Aggravating Scratch",
			"source": "APG",
			"page": 10,
			"level": 9,
			"traits": [
				"catfolk",
				"disease"
			],
			"prerequisites": "claw unarmed attack",
			"entries": [
				"Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw {@action Strike|CRB|Strikes} deal an additional {@damage 1d4} {@condition persistent damage||persistent poison damage} on a critical hit."
			]
		},
		{
			"name": "Agile Maneuvers",
			"source": "APG",
			"page": 90,
			"level": 6,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"Your easily maneuver against your foes. Your {@action Grapple}, {@action Shove}, and {@action Trip} actions have a lower multiple attack penalty: \u20134 instead of \u20135 if they're the second attack on your turn, or \u20138 instead of \u201310 if they're the third or subsequent attack on your turn."
			]
		},
		{
			"name": "Alchemical Discoveries",
			"source": "APG",
			"page": 61,
			"level": 4,
			"traits": [
				"investigator"
			],
			"prerequisites": "{@class Investigator|APG|alchemical sciences|alchemical sciences} methodology",
			"entries": [
				"You've devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by 1 if you're an expert in {@skill Crafting}, 2 if you're a master, or 3 if you're legendary."
			]
		},
		{
			"name": "Align Ki",
			"source": "APG",
			"page": 129,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "You {@action Cast a Spell} that has the {@trait monk} trait.",
			"entries": [
				"The power of your ki soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier."
			]
		},
		{
			"name": "All in My Head",
			"source": "APG",
			"page": 115,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 18,
			"traits": [
				"bard",
				"illusion",
				"mental"
			],
			"trigger": "You would take damage from a {@action Strike} or spell that doesn't have the {@trait death} trait or otherwise cause instant death (such as {@spell disintegrate}).",
			"entries": [
				"Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the {@trait nonlethal} trait. You can't use this reaction if you are immune to {@trait mental} effects or mental damage."
			]
		},
		{
			"name": "Ally's Shelter",
			"source": "APG",
			"page": 14,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 5,
			"traits": [
				"fortune",
				"kobold"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet.",
			"entries": [
				"In stressful circumstances, you find strength in your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own."
			]
		},
		{
			"name": "Amplifying Touch",
			"source": "APG",
			"page": 120,
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "devotion spell (lay on hands)",
			"entries": [
				"Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their {@action Strike|CRB|Strikes} until the end of their next turn."
			]
		},
		{
			"name": "Analyze Idiolect",
			"source": "APG",
			"page": 178,
			"level": 6,
			"featType": {
				"archetype": [
					"Linguist"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Linguist Dedication|APG}, expert in {@skill Deception} and {@skill Society}",
			"entries": [
				"You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to {@action Impersonate} that individual, you gain a +4 circumstance bonus to your {@skill Deception} checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time."
			]
		},
		{
			"name": "Analyze Weakness",
			"source": "APG",
			"page": 135,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"rogue"
			],
			"prerequisites": "sneak attack {@dice 2d6}",
			"requirements": "You must have identified a creature with {@action Recall Knowledge}.",
			"entries": [
				"Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form.",
				"The next time you deal sneak attack damage to the chosen creature with a {@action Strike} before the end of your turn, add an additional {@damage 2d6} precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to {@dice 3d6} at 11th level and {@dice 4d6} at 17th level."
			]
		},
		{
			"name": "Ancestral Blood Magic",
			"source": "APG",
			"page": 139,
			"level": 1,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic."
			],
			"leadsTo": [
				"Ancestral Mage|APG"
			]
		},
		{
			"name": "Ancestral Linguistics",
			"source": "APG",
			"page": 43,
			"level": 1,
			"traits": [
				"elf"
			],
			"prerequisites": "at least 100 years old",
			"entries": [
				"Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option."
			]
		},
		{
			"name": "Ancestral Mage",
			"source": "APG",
			"page": 140,
			"level": 10,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Ancestral Blood Magic|APG}",
			"entries": [
				"The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots."
			]
		},
		{
			"name": "Ancestral Suspicion",
			"source": "APG",
			"page": 43,
			"level": 5,
			"traits": [
				"elf"
			],
			"entries": [
				"Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you {@condition controlled}, such as {@spell dominate}, and to {@skill Perception} checks to {@action Sense Motive} when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead."
			]
		},
		{
			"name": "Ancestral Weaponry",
			"source": "APG",
			"page": 128,
			"level": 2,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Monastic Weaponry}, a {@filter feat granting access to all weapons with an ancestry trait|feats||search=weapon familiarity} (such as {@feat elven weapon familiarity|crb|elf} or {@feat orc weapon familiarity|APG|orc})",
			"entries": [
				"You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the {@trait agile} or {@trait finesse} trait gain the {@trait monk} trait."
			]
		},
		{
			"name": "Angel of Death",
			"source": "APG",
			"page": 158,
			"level": 10,
			"featType": {
				"archetype": [
					"Assassin"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Assassin Dedication|APG}",
			"entries": [
				"All your {@action Strike|CRB|Strikes} against a creature you have {@feat Assassin Dedication|APG|Marked For Death} have the {@trait death} trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity."
			]
		},
		{
			"name": "Angelic Magic",
			"source": "APG",
			"page": 36,
			"level": 9,
			"traits": [
				"aasimar"
			],
			"prerequisites": "{@feat Angelkin|APG}",
			"entries": [
				"You can tap into the magic of angels that runs through your blood. You can cast {@spell humanoid form} and {@spell remove fear} each once per day as 2nd-level divine innate spells."
			]
		},
		{
			"name": "Angelkin",
			"source": "APG",
			"page": 35,
			"level": 1,
			"traits": [
				"aasimar",
				"lineage"
			],
			"entries": [
				"You descend from an angel\u2014a winged messenger from Nirvana or one of the other celestial realms\u2014which gives you a knack for cultures and languages. You gain the trained proficiency rank in {@skill Society}. If you would automatically become trained in {@skill Society} (from your background or class, for example), you instead become trained in a skill of your choice. You know the {@language Celestial} language, and you gain the {@feat Multilingual} skill feat."
			],
			"leadsTo": [
				"Angelic Magic|APG",
				"Truespeech|LOAG"
			]
		},
		{
			"name": "Animal Feature",
			"source": "APG",
			"page": 132,
			"level": 4,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden spells",
			"entries": [
				"You are so connected with the animal world that you can grant yourself an animal's features and abilities. You gain the {@spell animal feature|APG} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Annotate Composition",
			"source": "APG",
			"page": 113,
			"level": 10,
			"traits": [
				"bard",
				"exploration",
				"linguistic"
			],
			"entries": [
				"By putting composition to paper, you can create a source of stirring words or song that others can read and understand.",
				"You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a {@skill Performance} check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have inspire heroics or lingering performance and the chosen composition spell allows, you can also use one of those spells to modify the annotated composition, with the GM rolling the secret {@skill Performance} check. If you do, you spend an additional Focus Point, even if the secret check fails.",
				"Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the {@trait concentrate} trait.",
				"This produces the effects of the composition as though the activating creature had {@action Cast a Spell||Cast the Spell}.",
				"A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the {@trait concentrate} trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic."
			]
		},
		{
			"name": "Anoint Ally",
			"source": "APG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"manipulate",
				"sorcerer"
			],
			"entries": [
				"You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic.",
				"You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead. You can anoint only one ally at a time; if you place another rune, your previous designation ends."
			]
		},
		{
			"name": "Antagonize",
			"source": "APG",
			"page": 88,
			"level": 2,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"Your taunts and threats earn your foes ire. When you successfully {@action Demoralize} a creature, its {@condition frightened} condition can't decrease to less than 1 at the end of its turn until it either uses a {@condition hostile} action against you or can no longer observe or sense you for at least 1 round."
			]
		},
		{
			"name": "Anticipate Ambush",
			"source": "APG",
			"page": 135,
			"level": 6,
			"traits": [
				"exploration",
				"rogue"
			],
			"prerequisites": "expert in {@skill Stealth}",
			"entries": [
				"Using your extensive knowledge of ambush tactics, you keep watch for any {@condition hidden} creatures or dangerous sites, moving at half your travel speed. If you're Anticipating an Ambush at the start of an encounter, you roll a {@skill Perception} check for initiative, and all enemies rolling {@skill Stealth} for initiative take a \u20132 circumstance penalty to their {@skill Stealth} checks."
			]
		},
		{
			"name": "Archaeologist Dedication",
			"source": "APG",
			"page": 156,
			"level": 2,
			"featType": {
				"archetype": [
					"Archaeologist"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Perception}, {@skill Society}, and {@skill Thievery}",
			"entries": [
				"You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past.",
				"You become an expert in {@skill Society} and {@skill Thievery}, and you gain a +1 circumstance bonus to {@action Recall Knowledge} about ancient history, peoples, and cultures."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the archaeologist archetype."
			],
			"leadsTo": [
				"Archaeologist's Luck|APG",
				"Greater Magical Scholastics|APG",
				"Magical Scholastics|APG",
				"Scholastic Identification|APG",
				"Settlement Scholastics|APG"
			]
		},
		{
			"name": "Archaeologist's Luck",
			"source": "APG",
			"page": 156,
			"level": 8,
			"featType": {
				"archetype": [
					"Archaeologist"
				]
			},
			"traits": [
				"archetype",
				"fortune"
			],
			"prerequisites": "{@feat Archaeologist Dedication|APG}",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "You fail a check against a trap, such as a {@skill Thievery} check to {@action Disable a Device||Disable} the trap or a Reflex save to avoid its effects.",
			"entries": [
				"You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result."
			]
		},
		{
			"name": "Archer Dedication",
			"source": "APG",
			"page": 157,
			"level": 2,
			"featType": {
				"archetype": [
					"Archer"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"You become trained in all {@filter simple and martial weapons|items||Group=Bow|Subcategory=Weapon;Martial;Simple|category=weapon} in the {@group bow} weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the {@group bow} weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the archer archetype."
			],
			"leadsTo": [
				"Advanced Bow Training|APG",
				"Archer's Aim|APG",
				"Crossbow Terror|APG",
				"Quick Shot|APG",
				"Staggering Fire|LOKL"
			]
		},
		{
			"name": "Archer's Aim",
			"source": "APG",
			"page": 157,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Archer"
				]
			},
			"traits": [
				"archetype",
				"concentrate"
			],
			"prerequisites": "{@feat Archer Dedication|APG}",
			"entries": [
				"You slow down, focus, and take a careful shot. Make a ranged {@action Strike} with a weapon in the {@group bow} weapon group.",
				"You gain a +2 circumstance bonus to the attack roll and ignore the target's {@condition concealed} condition. If the target is {@condition hidden}, reduce the flat check from being {@condition hidden} from 11 to 5."
			]
		},
		{
			"name": "Archon Magic",
			"source": "APG",
			"page": 36,
			"level": 9,
			"traits": [
				"aasimar"
			],
			"prerequisites": "{@feat Lawbringer|APG}",
			"entries": [
				"You can tap into the heavenly magic that is your birthright.",
				"You can cast {@spell continual flame} and {@spell shield other} each once per day as 2nd-level divine innate spells."
			]
		},
		{
			"name": "Armor Assist",
			"source": "APG",
			"page": 203,
			"level": 1,
			"featType": {
				"skill": [
					"Athletics",
					"Lore"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Athletics} or {@skill Lore||Warfare Lore}",
			"entries": [
				"After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an {@skill Athletics} or {@skill Lore||Warfare Lore} check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an {@skill Athletics} or {@skill Lore||Warfare Lore} check against the same DC."
			]
		},
		{
			"name": "Armor Specialist",
			"source": "APG",
			"page": 191,
			"level": 6,
			"featType": {
				"archetype": [
					"Sentinel"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Sentinel Dedication|APG}",
			"entries": [
				"You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor."
			]
		},
		{
			"name": "Armored Rebuff",
			"source": "APG",
			"page": 191,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Sentinel"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Sentinel Dedication|APG}",
			"trigger": "An adjacent foe critically fails an attack roll to {@action Strike} you with a melee weapon or unarmed attack.",
			"requirements": "You are wearing medium armor or heavier.",
			"entries": [
				"You rebuff puny attacks with your armor, knocking back your foe. Attempt an {@skill Athletics} check to {@action Shove} the triggering foe, even if you don't have a hand free. If you succeed, you can't {@action Stride} to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them."
			]
		},
		{
			"name": "Armored Stealth",
			"source": "APG",
			"page": 203,
			"level": 2,
			"featType": {
				"skill": [
					"Stealth"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Stealth}",
			"entries": [
				"You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to {@skill Stealth} checks is reduced by 1 (to a minimum penalty of 0). If you're a master in {@skill Stealth}, reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the {@trait noisy} trait, instead of reducing the penalty to {@skill Stealth} checks, you ignore the effects of the {@trait noisy} trait, enabling you to remove the penalty with a sufficient Strength score as normal."
			]
		},
		{
			"name": "Arrow of Death",
			"source": "APG",
			"page": 173,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 18,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype",
				"magical",
				"necromancy"
			],
			"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow {@action Strike}. On a hit, you deal an additional {@damage 10d10} precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the {@trait death} and {@trait incapacitation} traits."
			]
		},
		{
			"name": "Assassin Dedication",
			"source": "APG",
			"page": 158,
			"level": 2,
			"featType": {
				"archetype": [
					"Assassin"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "{@feat Alchemical Crafting}; trained in {@skill Crafting}, {@skill Deception}, and {@skill Stealth}",
			"entries": [
				"You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.",
				{
					"type": "ability",
					"name": "Mark for Death",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"requirements": "You can see and hear the creature you intend to mark",
					"entries": [
						"You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to {@skill Perception} checks to {@action Seek} your mark and on {@skill Deception} checks to {@action Feint} against your mark. Your {@trait agile} and {@trait finesse} weapons and unarmed attacks gain the {@trait backstabber} and {@trait deadly <d6>} weapon traits when you're attacking your mark.",
						"If the weapon or unarmed attack already has the {@trait deadly} trait, increase the size of the deadly damage die by one step instead of giving it {@trait deadly <d6>}."
					]
				}
			],
			"special": [
				"You can't select another dedication feat until you've gained two other feats from the assassin archetype."
			],
			"leadsTo": [
				"Angel of Death|APG",
				"Assassinate|APG",
				"Expert Backstabber|APG",
				"Surprise Attack|APG",
				"Angel of Vindication|LOKL",
				"Eclipsed Vitality|LOKL"
			]
		},
		{
			"name": "Assassinate",
			"source": "APG",
			"page": 158,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Assassin"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Assassin Dedication|APG}",
			"requirements": "You have designated a mark using Mark for Death and are completely {@condition unnoticed} by your mark.",
			"entries": [
				"You strike with one swift movement, trying to instantly slay your mark. Make a {@action Strike} against your mark. If you hit, your mark takes {@dice 6d6} extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher.",
				"If the mark critically fails, they die. This is an {@trait incapacitation} effect. The creature then becomes temporarily immune to your Assassinate for 1 day."
			]
		},
		{
			"name": "Assured Identification",
			"source": "APG",
			"page": 203,
			"level": 2,
			"featType": {
				"skill": [
					"Arcana",
					"Nature",
					"Occultism",
					"Religion"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"entries": [
				"You rarely misidentify an item. When using {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} checks to {@action Identify Magic}, if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead."
			]
		},
		{
			"name": "Assured Knowledge",
			"source": "APG",
			"page": 113,
			"level": 6,
			"traits": [
				"bard"
			],
			"prerequisites": "enigma muse",
			"entries": [
				"You can procure information with confidence. Whenever you {@action Recall Knowledge} using any skill (including {@skill Lore||Bardic Lore}), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the {@feat Automatic Knowledge} skill feat in that skill, even if you don't have {@feat Assurance} in that skill."
			],
			"leadsTo": [
				"Enigma's Knowledge|APG"
			]
		},
		{
			"name": "Assured Ritualist",
			"source": "APG",
			"page": 187,
			"level": 10,
			"featType": {
				"archetype": [
					"Ritualist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Flexible Ritualist|APG}",
			"entries": [
				"You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better."
			]
		},
		{
			"name": "Athletic Might",
			"source": "APG",
			"page": 18,
			"level": 5,
			"traits": [
				"orc"
			],
			"entries": [
				"Surviving in {@condition hostile} terrain has given you a great talent for mobility. Whenever you roll a success on an {@skill Athletics} check to {@action Climb} or {@action Swim}, you get a critical success instead."
			]
		},
		{
			"name": "Athletic Strategist",
			"source": "APG",
			"page": 60,
			"level": 2,
			"traits": [
				"investigator"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You know how to calculatedly manipulate joints and body weight. In addition to using {@action Devise a Stratagem|APG} to modify a {@action Strike}, you can use it to modify a {@action Disarm}, {@action Grapple}, {@action Shove}, or {@action Trip} attempt, substituting your {@action Devise a Stratagem|APG} roll for the {@skill Athletics} check. You must apply the substitution to the first eligible attack you make, whether it's a {@action Strike} or one of the {@skill Athletics} actions.",
				"You can also use your Intelligence modifier instead of Strength for the {@skill Athletics} check when you substitute your {@action Devise a Stratagem|APG} roll, unless you're using a weapon for the maneuver and the weapon doesn't fit the restrictions for using Intelligence with a stratagem."
			]
		},
		{
			"name": "Attack of Opportunity",
			"source": "APG",
			"page": 91,
			"add_hash": "Swashbuckler",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"swashbuckler"
			],
			"trigger": "A creature within your reach uses a {@trait manipulate} action or a {@trait move} action, makes a ranged attack, or leaves a square during a move action it's using.",
			"entries": [
				"You swat a foe that leaves an opening. Make a melee {@action Strike} against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action.",
				"This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}."
			]
		},
		{
			"name": "Aura of Despair",
			"source": "APG",
			"page": 119,
			"level": 4,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "tenets of evil",
			"entries": [
				"Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies within 15 feet of you take a \u20131 circumstance penalty to saving throws against {@trait fear}. In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its {@condition frightened} condition below 1."
			]
		},
		{
			"name": "Aura of Preservation",
			"source": "APG",
			"page": 121,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Esoteric Oath|APG}",
			"entries": [
				"Your aura protects against the twisting powers of aberrations.",
				"You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations. You also gain a +1 status bonus to Fortitude saves against {@trait morph} or {@trait polymorph} effects and Will saves against {@trait mental} effects; this bonus increases to +2 against aberrations' morph, {@trait polymorph}, or {@trait mental} effects."
			]
		},
		{
			"name": "Avalanche Strike",
			"source": "APG",
			"page": 183,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 16,
			"featType": {
				"archetype": [
					"Mauler"
				]
			},
			"traits": [
				"archetype",
				"flourish",
				"open"
			],
			"prerequisites": "{@feat Mauler Dedication|APG}",
			"requirements": "You are wielding a melee weapon in two hands.",
			"entries": [
				"You attack all nearby adversaries. Make a melee {@action Strike} with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks."
			]
		},
		{
			"name": "Avenge Ally",
			"source": "APG",
			"page": 43,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 13,
			"traits": [
				"elf",
				"fortune"
			],
			"frequency": {
				"number": 1,
				"unit": "minute",
				"recurs": true,
				"interval": 10
			},
			"requirements": "You are adjacent to an ally with the {@condition dying} condition.",
			"entries": [
				"Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a {@action Strike}. Roll twice on the attack roll and use the higher result."
			]
		},
		{
			"name": "Azata Magic",
			"source": "APG",
			"page": 36,
			"level": 9,
			"traits": [
				"aasimar"
			],
			"prerequisites": "{@feat Musetouched|APG}",
			"entries": [
				"Your lineage traces back to the realm of Elysium, and you can harness its magic using this connection. You can cast {@spell glitterdust} and {@spell remove paralysis} each once per day as 2nd-level divine innate spells."
			]
		},
		{
			"name": "Back to Back",
			"source": "APG",
			"page": 181,
			"level": 8,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"entries": [
				"You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become {@condition flat-footed} due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't."
			]
		},
		{
			"name": "Barreling Charge",
			"source": "APG",
			"page": 108,
			"add_hash": "Barbarian",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"barbarian",
				"flourish"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You rush forward, moving enemies aside to reach your foe.",
				"You {@action Stride}, attempting to move through your enemies' spaces, and make a melee {@action Strike}. Roll an {@skill Athletics} check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your {@action Stride}, moving through its space on a success but ending your movement before entering its space on a failure. You can use Barreling Charge to {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} instead of {@action Stride}, as long as you have the corresponding movement type."
			]
		},
		{
			"name": "Barreling Charge",
			"source": "APG",
			"page": 126,
			"add_hash": "Fighter",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter",
				"flourish"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You rush forward, moving enemies aside to reach your foe.",
				"You {@action Stride}, attempting to move through your enemies' spaces, and make a melee {@action Strike}. Roll an {@skill Athletics} check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your {@action Stride}, moving through their space on a success but ending your movement before entering their space on a failure. You can use Barreling Charge to {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} instead of {@action Stride} if you have the corresponding movement type."
			]
		},
		{
			"name": "Bashing Charge",
			"source": "APG",
			"page": 108,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"barbarian",
				"flourish"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You smash, bust, and charge through solid obstacles without hesitation. {@action Stride} twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an {@skill Athletics} check to {@action Force Open} the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle."
			]
		},
		{
			"name": "Basic Deduction",
			"source": "APG",
			"page": 151,
			"level": 4,
			"featType": {
				"archetype": [
					"Investigator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Investigator Dedication|APG}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level investigator|feats||Class=investigator|level=[1;2]} feat of your choice."
			],
			"leadsTo": [
				"Advanced Deduction|APG"
			]
		},
		{
			"name": "Basic Eldritch Archer Spellcasting",
			"source": "APG",
			"page": 172,
			"level": 8,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered."
			],
			"leadsTo": [
				"Expert Eldritch Archer Spellcasting|APG",
				"Master Eldritch Archer Spellcasting|APG"
			]
		},
		{
			"name": "Basic Flair",
			"source": "APG",
			"page": 153,
			"level": 4,
			"featType": {
				"archetype": [
					"Swashbuckler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Swashbuckler Dedication|APG}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level swashbuckler|feats||Class=swashbuckler|level=[1;2]} of your choice."
			],
			"leadsTo": [
				"Advanced Flair|APG"
			]
		},
		{
			"name": "Basic Lesson",
			"source": "APG",
			"page": 101,
			"level": 2,
			"traits": [
				"witch"
			],
			"entries": [
				"Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a {@filter basic lesson|optionalfeatures||Feature Type=Basic Lesson}. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Basic Mysteries",
			"source": "APG",
			"page": 152,
			"level": 4,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Oracle Dedication|APG}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level oracle|feats||Class=oracle|level=[1;2]} of your choice."
			],
			"leadsTo": [
				"Advanced Mysteries|APG"
			]
		},
		{
			"name": "Basic Oracle Spellcasting",
			"source": "APG",
			"page": 152,
			"level": 4,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Oracle Dedication|APG}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level."
			],
			"leadsTo": [
				"Expert Oracle Spellcasting|APG",
				"Master Oracle Spellcasting|APG",
				"Mysterious Breadth|APG"
			]
		},
		{
			"name": "Basic Scroll Cache",
			"source": "APG",
			"page": 189,
			"level": 6,
			"featType": {
				"archetype": [
					"Scroll Trickster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Scroll Trickster Dedication|APG}",
			"entries": [
				"You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning\u2014briefly.",
				"Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via {@action Learn a Spell}, and it must come from a tradition in which you have the corresponding skill trained.",
				"This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell.",
				"At 8th level, add a second temporary scroll containing a 2nd-level spell."
			],
			"leadsTo": [
				"Expert Scroll Cache|APG",
				"Master Scroll Cache|APG"
			]
		},
		{
			"name": "Basic Witch Spellcasting",
			"source": "APG",
			"page": 154,
			"level": 4,
			"featType": {
				"archetype": [
					"Witch"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Witch Dedication|APG}",
			"entries": [
				"You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes}. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar."
			],
			"leadsTo": [
				"Expert Witch Spellcasting|APG",
				"Master Witch Spellcasting|APG",
				"Patron's Breadth|APG"
			]
		},
		{
			"name": "Basic Witchcraft",
			"source": "APG",
			"page": 154,
			"level": 4,
			"featType": {
				"archetype": [
					"Witch"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Witch Dedication|APG}",
			"entries": [
				"You gain a {@filter 1st- or 2nd-level witch feat|feats||Class=witch|level=[1;2]} of your choice. Your familiar no longer has one less familiar ability than normal."
			],
			"leadsTo": [
				"Advanced Witchcraft|APG"
			]
		},
		{
			"name": "Bastion Dedication",
			"source": "APG",
			"page": 159,
			"level": 2,
			"featType": {
				"archetype": [
					"Bastion"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "{@feat Shield Block}",
			"entries": [
				"You are particularly skilled at using a shield in combat. You gain the {@feat Reactive Shield} fighter feat.",
				"This fulfills any prerequisites requiring {@feat Reactive Shield} as normal."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the bastion archetype."
			],
			"leadsTo": [
				"Destructive Block|APG",
				"Disarming Block|APG",
				"Nimble Shield Hand|APG",
				"Shield Salvation|APG",
				"Drive Back|LOKL"
			]
		},
		{
			"name": "Battle Planner",
			"source": "APG",
			"page": 203,
			"level": 2,
			"featType": {
				"skill": [
					"Lore"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Lore||Warfare Lore}",
			"entries": [
				"You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use.",
				"When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a {@skill Lore||Warfare Lore} check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the {@skill Lore||Warfare Lore} result you previously rolled for your initiative roll; if you do, this is a {@trait fortune} effect."
			]
		},
		{
			"name": "Beast Trainer",
			"source": "APG",
			"page": 18,
			"level": 1,
			"traits": [
				"orc"
			],
			"entries": [
				"You have an impressive innate ability to tame and command ferocious beasts. You become trained in the {@skill Nature} skill and gain the {@feat Train Animal} skill feat."
			],
			"leadsTo": [
				"Ferocious Beasts|APG",
				"Dragon Grip|LOAG"
			]
		},
		{
			"name": "Beastmaster Bond",
			"source": "APG",
			"page": 160,
			"level": 10,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype",
				"divination",
				"mental",
				"primal"
			],
			"prerequisites": "{@feat Beastmaster Dedication|APG}",
			"entries": [
				"You can communicate telepathically with your animal companions within 100 feet. If you're legendary in {@skill Nature}, you can communicate telepathically with your animal companions anywhere on the planet."
			]
		},
		{
			"name": "Beastmaster Dedication",
			"source": "APG",
			"page": 160,
			"level": 2,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Nature}",
			"entries": [
				"You gain the service of a {@quickref young animal companion||0|young animal companions} that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.",
				"Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook.",
				"When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can {@action Refocus} by grooming, feeding, playing with, or otherwise tending to an animal companion."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the beastmaster archetype."
			],
			"leadsTo": [
				"Additional Companion|APG",
				"Beastmaster Bond|APG",
				"Beastmaster's Call|APG",
				"Beastmaster's Trance|APG",
				"Heal Animal|APG",
				"Mature Beastmaster Companion|APG",
				"Incredible Beastmaster Companion|APG",
				"Specialized Beastmaster Companion|APG",
				"Lead the Pack|APG"
			]
		},
		{
			"name": "Beastmaster's Call",
			"source": "APG",
			"page": 161,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype",
				"auditory",
				"concentrate",
				"primal",
				"conjuration"
			],
			"prerequisites": "{@feat Beastmaster Dedication|APG}, Call Companion",
			"frequency": {
				"unit": "turn",
				"number": 1
			},
			"entries": [
				"You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately."
			]
		},
		{
			"name": "Beastmaster's Trance",
			"source": "APG",
			"page": 160,
			"level": 6,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Beastmaster Dedication|APG}",
			"entries": [
				"You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses.",
				"You gain the focus spell {@spell beastmaster trance|APG}. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Bespell Weapon",
			"source": "APG",
			"page": 79,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"traits": [
				"oracle"
			],
			"frequency": {
				"unit": "turn",
				"number": 1
			},
			"requirements": "Your most recent action was to cast a noncantrip spell.",
			"entries": [
				"You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra {@dice 1d6} damage of a type depending on the school of the spell you just cast.",
				{
					"type": "list",
					"items": [
						"{@b Abjuration} force damage",
						"{@bold Conjuration or Transmutation} same type as the weapon",
						"{@bold Divination, Enchantment, or Illusion} mental damage",
						"{@b Evocation} a type the spell dealt, or force damage if the spell didn't deal damage",
						"{@b Necromancy} negative damage"
					]
				}
			]
		},
		{
			"name": "Between the Scales",
			"source": "APG",
			"page": 15,
			"level": 9,
			"traits": [
				"kobold"
			],
			"entries": [
				"Underestimating you is a grave mistake, but it's one others keep making. You've learned to take advantage of slips in your foes' defenses. When you {@action Strike} a {@condition flat-footed} creature using a melee weapon or unarmed attack that has the {@trait agile} and {@trait finesse} traits, it gains the {@trait backstabber} trait."
			]
		},
		{
			"name": "Big Mouth",
			"source": "APG",
			"page": 23,
			"level": 9,
			"traits": [
				"ratfolk"
			],
			"prerequisites": "{@feat Cheek Pouches|APG}",
			"entries": [
				"Your cheek pouches are especially stretchy. Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged."
			]
		},
		{
			"name": "Biographical Eye",
			"source": "APG",
			"page": 203,
			"level": 7,
			"featType": {
				"skill": [
					"Society"
				]
			},
			"traits": [
				"general",
				"secret",
				"skill"
			],
			"prerequisites": "master in {@skill Society}",
			"entries": [
				"In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire.",
				"Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 {@skill Society} check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your {@skill Society} check exceeds their Will DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.",
						"Success": "You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live.",
						"Failure": "You learn the creature's profession and the region of the world they hail from, but no more.",
						"Critical Failure": "You learn a piece of erroneous information about the creature."
					}
				}
			]
		},
		{
			"name": "Black Cat Curse",
			"source": "APG",
			"page": 11,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 13,
			"traits": [
				"catfolk",
				"divination",
				"misfortune",
				"occult"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "A creature within 30 feet you can see would succeed at a save.",
			"entries": [
				"You hiss a spiteful curse at the creature. The target must reroll the triggering saving throw and use the worse result."
			]
		},
		{
			"name": "Blaze of Revelation",
			"source": "APG",
			"page": 81,
			"level": 18,
			"traits": [
				"oracle"
			],
			"entries": [
				"Your mind and body can, for a short time, withstand the devastation of overdrawing your curse. When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from {@feat Diverse Mystery|APG}, or other revelation spells you gained from other abilities) without spending Focus Points or taking any further {@trait negative} effects.",
				"At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, and you must attempt a DC 40 Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You aren't otherwise affected.",
						"Success": "You are {@condition drained 2} and can't reduce or remove this condition until your next preparations.",
						"Failure": "You are {@condition drained 4} and can't reduce or remove this condition until your next preparations.",
						"Critical Failure": "You die."
					}
				}
			]
		},
		{
			"name": "Bleeding Finisher",
			"source": "APG",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"entries": [
				"Your blow inflicts profuse bleeding. Make a slashing or piercing {@action Strike} with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes {@condition persistent damage||persistent bleed damage} equal to your precise strike finisher damage."
			]
		},
		{
			"name": "Blessed Blood",
			"source": "APG",
			"page": 36,
			"level": 5,
			"traits": [
				"aasimar"
			],
			"entries": [
				"Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of {@item holy water}",
				"Whenever a fiend, undead, or creature with a weakness to good damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes {@damage 1d6} good damage. You gain a +4 circumstance bonus to {@skill Crafting} checks to {@action Craft} holy water using your own blood as one of the ingredients."
			]
		},
		{
			"name": "Blessed Denial",
			"source": "APG",
			"page": 162,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Blessed One"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Blessed One Dedication|APG}",
			"trigger": "An ally within 30 feet would become {@condition frightened}, {@condition drained}, {@condition enfeebled}, {@condition sickened}, or {@condition stupefied}.",
			"entries": [
				"You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce."
			]
		},
		{
			"name": "Blessed One Dedication",
			"source": "APG",
			"page": 162,
			"level": 2,
			"featType": {
				"archetype": [
					"Blessed One"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the {@spell lay on hands} devotion spell. It costs 1 Focus Point to cast a focus spell.",
				"This feat grants a focus pool of 1 Focus Point that you can recover using the {@action Refocus} activity. You can {@action Refocus} by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the blessed one archetype."
			],
			"leadsTo": [
				"Blessed Denial|APG",
				"Blessed Sacrifice|APG",
				"Blessed Spell|APG"
			]
		},
		{
			"name": "Blessed Sacrifice",
			"source": "APG",
			"page": 162,
			"level": 4,
			"featType": {
				"archetype": [
					"Blessed One"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Blessed One Dedication|APG}",
			"entries": [
				"You gain the {@spell protector's sacrifice} domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Blessed Spell",
			"source": "APG",
			"page": 162,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Blessed One"
				]
			},
			"traits": [
				"archetype",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "{@feat Blessed One Dedication|APG}, ability to cast spells from spell slots, {@feat Mercy}",
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"entries": [
				"When you focus your magic on an ally, you can remove harmful conditions. If your next action is to {@action Cast a Spell} from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your {@feat Mercy} feat, including those granted by later feats such as {@feat Greater Mercy}. Attempt a {@quickref counteract|CRB|3|counteracting} check based on the spell's DC and level. This effect is in addition to the normal effects of your spell."
			]
		},
		{
			"name": "Blind-fight",
			"source": "APG",
			"page": 63,
			"add_hash": "Investigator",
			"level": 8,
			"traits": [
				"investigator"
			],
			"prerequisites": "master in {@skill Perception}",
			"entries": [
				"Your battle insights make you more aware of {@condition concealed} and {@condition invisible} opponents. You don't need to succeed at a flat check to target {@condition concealed} creatures. You're not {@condition flat-footed} to creatures that are {@condition hidden} from you (unless you're {@condition flat-footed} to them for reasons other than the {@condition hidden} condition), and you need only a successful DC {@flatDC 5} flat check to target a {@condition hidden} creature.",
				"While you're adjacent to an {@condition undetected} creature of your level or lower, it is instead only {@condition hidden} from you."
			]
		},
		{
			"name": "Blood Component Substitution",
			"source": "APG",
			"page": 140,
			"level": 12,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you {@action Cast a Spell}, you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to {@action Cast a Spell||Cast the Spell}, and your {@action Cast a Spell} activity gains the {@trait concentrate} trait but not the {@trait manipulate} trait. You can't use blood components to replace any required part of a spell's cost."
			]
		},
		{
			"name": "Bloodletting Fangs",
			"source": "APG",
			"page": 33,
			"level": 9,
			"traits": [
				"dhampir"
			],
			"prerequisites": "fangs unarmed attack",
			"entries": [
				"You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs {@action Strike|CRB|Strikes} deal an additional {@damage 1d4} {@condition persistent damage||persistent bleed damage} on a critical hit."
			]
		},
		{
			"name": "Bloodline Mutation",
			"source": "APG",
			"page": 141,
			"level": 20,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "a bloodline based on a specific type of creature",
			"entries": [
				"You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, psychopomp and monitor for psychopomp, and so on). You gain {@ability low-light vision} or {@ability darkvision}, if one is appropriate for creatures with those traits. Choose one of the following.",
				{
					"type": "list",
					"items": [
						"If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed.",
						"If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your Speed.",
						"If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, negative, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type."
					]
				}
			]
		},
		{
			"name": "Bloody Blows",
			"source": "APG",
			"page": 18,
			"level": 5,
			"traits": [
				"orc"
			],
			"entries": [
				"Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a {@action Strike} using an unarmed attack that isn't {@trait nonlethal}, the target takes {@damage 1d4} {@condition persistent damage||persistent bleed damage}. This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the {@trait nonlethal} trait due to {@feat Iron Fists|APG}, {@feat Tusks|APG}, or a similar ability."
			]
		},
		{
			"name": "Bloody Debilitation",
			"source": "APG",
			"page": 136,
			"level": 12,
			"traits": [
				"rogue"
			],
			"prerequisites": "trained in {@skill Medicine}, {@action Debilitating Strike}",
			"entries": [
				"Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use {@action Debilitating Strike}.",
				{
					"type": "list",
					"items": [
						"{@bold Debilitation} The target takes {@damage 3d6} {@condition persistent damage||persistent bleed damage}."
					]
				}
			]
		},
		{
			"name": "Bon Mot",
			"source": "APG",
			"page": 203,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"featType": {
				"skill": [
					"Diplomacy"
				]
			},
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"general",
				"linguistic",
				"mental",
				"skill"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"entries": [
				"You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a {@skill Diplomacy} check against the target's Will DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is distracted and takes a \u20133 status penalty to {@skill Perception} and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the {@trait concentrate} trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.",
						"Success": "As critical success, but the penalty is \u20132.",
						"Critical Failure": "Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed."
					}
				}
			]
		},
		{
			"name": "Boneyard's Call",
			"source": "APG",
			"page": 38,
			"level": 17,
			"traits": [
				"uncommon",
				"duskwalker"
			],
			"entries": [
				"You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You gain {@spell plane shift} as a divine innate spell. You can cast it twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Material Plane. Due to your unique connection to the Boneyard, your body serves as the focus, and you don't require a tuning fork."
			]
		},
		{
			"name": "Bounce Back",
			"source": "APG",
			"page": 47,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 13,
			"traits": [
				"human"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You lose the {@condition dying} condition.",
			"entries": [
				"You recover from near-death experiences with astounding resilience. Don't increase the value of your {@condition wounded} condition due to losing the {@condition dying} condition."
			]
		},
		{
			"name": "Bounty Hunter Dedication",
			"source": "APG",
			"page": 163,
			"level": 2,
			"featType": {
				"archetype": [
					"Bounty Hunter"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Survival}",
			"entries": [
				"When focused on finding your quarry, you're relentless. You gain the {@action Hunt Prey} action. You can use {@action Hunt Prey} to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of {@action Hunt Prey}, you gain a +2 circumstance bonus to checks to {@action Gather Information} regarding your prey.",
				"If you already have {@action Hunt Prey}, you become an expert in {@skill Survival} and gain the circumstance bonus to {@action Gather Information} about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype."
			],
			"leadsTo": [
				"Keep Pace|APG",
				"Opportunistic Grapple|APG",
				"Posse|APG",
				"Tools of the Trade|APG"
			]
		},
		{
			"name": "Breath of the Dragon",
			"source": "APG",
			"page": 169,
			"level": 8,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dragon Disciple Dedication|APG}",
			"entries": [
				"You can use a powerful breath weapon, much like the dragon you emulate. You gain the {@spell dragon breath} sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1."
			]
		},
		{
			"name": "Brine May",
			"source": "APG",
			"page": 31,
			"level": 1,
			"traits": [
				"changeling",
				"lineage"
			],
			"entries": [
				"Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore.",
				"Whenever you roll a success on an {@skill Athletics} check to {@action Swim}, you get a critical success instead. If you end your turn in water without having succeeded at a {@action Swim} action that round, you don't sink (but you might still be moved by the current)."
			],
			"leadsTo": [
				"Invoke the Elements|LOAG",
				"Stormy Heart|LOAG"
			]
		},
		{
			"name": "Buckler Dance",
			"source": "APG",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"stance",
				"swashbuckler"
			],
			"requirements": "You are wielding a buckler.",
			"entries": [
				"You spin your buckler defensively toward every attack. While you are in this stance, you constantly have your buckler raised as if you'd used {@action Raise a Shield}, as long as you meet that action's requirements."
			]
		},
		{
			"name": "Buckler Expertise",
			"source": "APG",
			"page": 88,
			"level": 1,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"You've learned a flexible way to position your buckler to provide more protection. When you {@action Raise a Shield} to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2."
			]
		},
		{
			"name": "Bullseye",
			"source": "APG",
			"page": 136,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"rogue"
			],
			"entries": [
				"You carefully take aim before making your attack in order to avoid your foe's concealment and cover. On your next {@action Strike} with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target's {@condition concealed} condition, as well as the target's lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the {@action Strike}."
			]
		},
		{
			"name": "Cackle",
			"source": "APG",
			"page": 100,
			"level": 1,
			"traits": [
				"witch"
			],
			"entries": [
				"You can extend one of your spells with a quick burst of laughter. You learn the {@spell cackle|apg} hex. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Cadence Call",
			"source": "APG",
			"page": 180,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"auditory",
				"flourish"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"entries": [
				"You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is {@condition quickened} until the end of their next turn, and they can use the extra action only to {@action Stride}. At the end of each ally's turn, if they used the extra action, they then become {@condition slowed 1} until the end of their following turn."
			],
			"leadsTo": [
				"Tactical Cadence|APG"
			]
		},
		{
			"name": "Call And Response",
			"source": "APG",
			"page": 113,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"auditory",
				"bard",
				"concentrate",
				"metamagic"
			],
			"entries": [
				"Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally affected by the spell can respond to your call as a single action that has the {@trait auditory} and {@trait concentrate} traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect."
			]
		},
		{
			"name": "Call Bonded Item",
			"source": "APG",
			"page": 142,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"concentrate",
				"conjuration",
				"teleportation",
				"wizard"
			],
			"prerequisites": "arcane bond",
			"entries": [
				"You're mystically connected to your bonded item and can call it to your hand. If your bonded item is 1 Bulk or less, you teleport your bonded item into your hand from up to 1 mile away."
			]
		},
		{
			"name": "Call Your Shot",
			"source": "APG",
			"page": 175,
			"level": 8,
			"featType": {
				"archetype": [
					"Gladiator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Play to the Crowd|APG}",
			"entries": [
				"When you successfully Play to the Crowd, add the following to the list of benefits you can choose from:",
				{
					"type": "list",
					"items": [
						"Choose a creature within 30 feet that can see you to become {@condition frightened 1}. This effect has the {@trait emotion}, {@trait fear}, {@trait mental}, and {@trait visual} traits."
					]
				}
			]
		},
		{
			"name": "Called",
			"source": "APG",
			"page": 31,
			"level": 5,
			"traits": [
				"changeling"
			],
			"entries": [
				"You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against {@trait mental} effects. If you roll a success on your saving throw against a {@trait mental} effect that would make you {@condition controlled}, you get a critical success instead."
			]
		},
		{
			"name": "Callow May",
			"source": "APG",
			"page": 31,
			"level": 1,
			"traits": [
				"changeling",
				"lineage"
			],
			"entries": [
				"You are among the most common of changelings\u2014those born to green hags\u2014and a vibrant green eye signifies that parentage.",
				"Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the {@feat Charming Liar} skill feat. If you roll {@skill Deception} for initiative, foes in that combat encounter that haven't acted yet are {@condition flat-footed} against you."
			]
		},
		{
			"name": "Cantrip Expansion",
			"source": "APG",
			"page": 79,
			"add_hash": "Oracle",
			"level": 2,
			"traits": [
				"oracle"
			],
			"entries": [
				"Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire."
			]
		},
		{
			"name": "Cantrip Expansion",
			"source": "APG",
			"page": 101,
			"add_hash": "Witch",
			"level": 2,
			"traits": [
				"witch"
			],
			"entries": [
				"Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day."
			]
		},
		{
			"name": "Caravan Leader",
			"source": "APG",
			"page": 204,
			"level": 11,
			"traits": [
				"general"
			],
			"prerequisites": "Constitution 18, {@feat Pick Up the Pace|APG}",
			"entries": [
				"You know how to get the most effort out of your allies on the road. When Hustling in a group during exploration mode, your group can {@action Hustle} for as long as the member who could {@action Hustle} longest on their own, plus an additional 20 minutes beyond that."
			]
		},
		{
			"name": "Cat's Luck",
			"source": "APG",
			"page": 10,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 1,
			"traits": [
				"catfolk",
				"fortune"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You fail a Reflex saving throw.",
			"entries": [
				"You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result."
			],
			"leadsTo": [
				"Expanded Luck|APG",
				"Reliable Luck|APG",
				"Shared Luck|APG",
				"Lucky Break|LOAG",
				"Sense for Trouble|LOAG"
			]
		},
		{
			"name": "Caterwaul",
			"source": "APG",
			"page": 11,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 13,
			"traits": [
				"auditory",
				"catfolk",
				"concentrate",
				"emotion",
				"mental"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "An ally within 30 feet would be reduced to 0 HP but not immediately killed.",
			"entries": [
				"You give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point. Your ally's {@condition wounded} condition still increases by 1 as though they had been {@condition dying} and recovered."
			]
		},
		{
			"name": "Catfolk Lore",
			"source": "APG",
			"page": 10,
			"level": 1,
			"traits": [
				"catfolk"
			],
			"entries": [
				"Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in {@skill Acrobatics} 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||Catfolk Lore}."
			]
		},
		{
			"name": "Catfolk Weapon Expertise",
			"source": "APG",
			"page": 11,
			"level": 13,
			"traits": [
				"catfolk"
			],
			"prerequisites": "{@feat Catfolk Weapon Familiarity|APG}",
			"entries": [
				"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 Catfolk Weapon Familiarity|APG}."
			]
		},
		{
			"name": "Catfolk Weapon Familiarity",
			"source": "APG",
			"page": 10,
			"level": 1,
			"traits": [
				"catfolk"
			],
			"entries": [
				"You favor weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the {@item hatchet}, {@item kama}, {@item kukri}, {@item scimitar}, and {@item sickle}. In addition, you gain access to {@item kama}, {@item kukri|crb|kukris}, and all {@filter uncommon catfolk weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=catfolk}. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons."
			],
			"leadsTo": [
				"Catfolk Weapon Expertise|APG",
				"Catfolk Weapon Rake|APG"
			]
		},
		{
			"name": "Catfolk Weapon Rake",
			"source": "APG",
			"page": 10,
			"level": 5,
			"traits": [
				"catfolk"
			],
			"prerequisites": "{@feat Catfolk Weapon Familiarity|APG}",
			"entries": [
				"You know how to efficiently use weapons that rake across your enemies. Whenever you critically hit using a catfolk weapon or one of the weapons listed in {@feat Catfolk Weapon Familiarity|APG}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Cauldron",
			"source": "APG",
			"page": 100,
			"level": 1,
			"traits": [
				"witch"
			],
			"entries": [
				"You can use the {@action Craft} activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.",
				"You can brew a great deal of magic within your cauldron. When you {@action Craft} a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch."
			],
			"leadsTo": [
				"Temporary Potions|APG",
				"Witch's Bottle|APG"
			]
		},
		{
			"name": "Cautious Curiosity",
			"source": "APG",
			"page": 44,
			"level": 9,
			"traits": [
				"gnome"
			],
			"prerequisites": "at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat",
			"entries": [
				"You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed.",
				"You gain {@spell misdirection} and {@spell silence} as 2nd-level arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself."
			]
		},
		{
			"name": "Cavalier Dedication",
			"source": "APG",
			"page": 164,
			"level": 2,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Nature} or {@skill Society}",
			"entries": [
				"You gain a {@quickref young animal companion||0|young animal companions} that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size)."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first."
			],
			"leadsTo": [
				"Cavalier's Banner|APG",
				"Stalwart Standard|LOKL",
				"Wave the Flag|LOKL",
				"Cavalier's Charge|APG",
				"Defend Mount|APG",
				"Impressive Mount|APG",
				"Incredible Mount|APG",
				"Specialized Mount|APG",
				"Legendary Rider|APG",
				"Mounted Shield|APG",
				"Quick Mount|APG",
				"Trampling Charge|APG",
				"Unseat|APG"
			]
		},
		{
			"name": "Cavalier's Banner",
			"source": "APG",
			"page": 164,
			"level": 4,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"emotion",
				"mental",
				"visual"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"requirements": "You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar).",
			"entries": [
				"You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against {@trait fear} effects.",
				"If your banner is destroyed or removed, allies within 30 feet become {@condition frightened 1}."
			],
			"leadsTo": [
				"Stalwart Standard|LOKL",
				"Wave the Flag|LOKL"
			]
		},
		{
			"name": "Cavalier's Charge",
			"source": "APG",
			"page": 164,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"requirements": "You are riding your mount.",
			"entries": [
				"You {@action Command an Animal} to order your mount to {@action Stride} twice. At any point during this movement, you can {@action Strike} one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll."
			]
		},
		{
			"name": "Celebrity Dedication",
			"source": "APG",
			"page": 166,
			"level": 2,
			"featType": {
				"archetype": [
					"Celebrity"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you {@action Earn Income}, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to {@action Earn Income}.",
				{
					"type": "ability",
					"name": "Upstage",
					"activity": {
						"unit": "reaction",
						"number": 1
					},
					"trigger": "A foe attempts a skill check and doesn't get a critical success",
					"entries": [
						"After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction.",
						{
							"type": "successDegree",
							"entries": {
								"Critical Success": "You gain a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks until the end of your next turn.",
								"Success": "As critical success, except you gain the benefits only if the triggering creature failed their skill check."
							}
						}
					]
				}
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the celebrity archetype."
			],
			"leadsTo": [
				"Command Attention|APG",
				"Mesmerizing Gaze|APG",
				"Never Tire|APG"
			]
		},
		{
			"name": "Celestial Eyes",
			"source": "APG",
			"page": 35,
			"level": 1,
			"traits": [
				"aasimar"
			],
			"prerequisites": "low-light vision",
			"entries": [
				"You can see through darkness. You gain {@ability darkvision}."
			],
			"special": [
				"You can select this feat only at 1st level, and you can't retrain into or out of this feat."
			]
		},
		{
			"name": "Celestial Lore",
			"source": "APG",
			"page": 35,
			"level": 1,
			"traits": [
				"aasimar"
			],
			"entries": [
				"You were raised with an aasimar or celestial relative, or you've devoted yourself to researching the secrets of the celestial realms. You gain the trained proficiency rank in {@skill Diplomacy} and {@skill Religion}. 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 a {@skill Lore} skill related to the celestial realm from which you trace your lineage (usually {@skill Lore||Elysium Lore}, {@skill Lore||Heaven Lore}, or {@skill Lore||Nirvana Lore})."
			]
		},
		{
			"name": "Celestial Resistance",
			"source": "APG",
			"page": 36,
			"level": 5,
			"traits": [
				"aasimar"
			],
			"entries": [
				"Your growing connection to your celestial forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.",
				"Though you can choose any of these energy damage types, the damage type typically matches a celestial associated with your bloodline. For instance, an angelkin might choose resistance to cold or fire with a cassisian forebear, resistance to fire with a balisse forebear, or resistance to sonic with a choral forebear."
			]
		},
		{
			"name": "Celestial Strikes",
			"source": "APG",
			"page": 36,
			"level": 13,
			"traits": [
				"aasimar"
			],
			"entries": [
				"Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed {@action Strike|CRB|Strikes} deal 1 additional good damage and have the {@trait good} and {@trait magical} traits."
			]
		},
		{
			"name": "Celestial Wings",
			"source": "APG",
			"page": 36,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"aasimar",
				"divine",
				"morph",
				"transmutation"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"With effort, you can call forth magical wings from your back, similar in appearance to those of your celestial forebears.",
				"These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings."
			],
			"leadsTo": [
				"Eternal Wings|APG"
			]
		},
		{
			"name": "Celestial Word",
			"source": "APG",
			"page": 36,
			"level": 17,
			"traits": [
				"aasimar"
			],
			"entries": [
				"You can call forth a holy word from the celestial realms to punish your foes. Once per day, you can cast {@spell divine decree} as a 7th-level divine innate spell. You must choose good for the spell's alignment, and you can {@action Cast a Spell||Cast the Spell} regardless of whether you worship a deity or what their alignment is."
			]
		},
		{
			"name": "Changeling Lore",
			"source": "APG",
			"page": 31,
			"level": 1,
			"traits": [
				"changeling"
			],
			"entries": [
				"All too aware of your true nature, you've studied hags and their powers. You gain the trained proficiency rank in {@skill Deception} and {@skill Occultism}. 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||Hag Lore}."
			]
		},
		{
			"name": "Charmed Life",
			"source": "APG",
			"page": 89,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 2,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "Charisma 14",
			"trigger": "You attempt a saving throw, but you haven't rolled yet.",
			"entries": [
				"When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save."
			],
			"leadsTo": [
				"Incredible Luck|APG"
			]
		},
		{
			"name": "Cheat Death",
			"source": "APG",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"traits": [
				"swashbuckler"
			],
			"trigger": "You take damage that would reduce you to 0 Hit Points.",
			"entries": [
				"Somehow you always escape the reaper by a hair's breadth.",
				"You avoid being knocked out or killed and remain at 1 Hit Point, but you become {@condition doomed 1} (or increase your {@condition doomed} value by 1 if you were already {@condition doomed}). You can't reduce or ignore the {@condition doomed} condition from Cheating Death. The {@condition doomed} condition from Cheating Death lasts for 10 minutes, though this doesn't affect the duration of any other {@condition doomed} condition you have."
			]
		},
		{
			"name": "Cheek Pouches",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an {@action Interact} action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square."
			],
			"leadsTo": [
				"Big Mouth|APG",
				"Quick Stow|APG"
			]
		},
		{
			"name": "Chemical Contagion",
			"source": "APG",
			"page": 107,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 16,
			"traits": [
				"alchemist"
			],
			"trigger": "A creature within 30 feet critically fails its initial saving throw against a poison you created.",
			"entries": [
				"With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison."
			]
		},
		{
			"name": "Claws of the Dragon",
			"source": "APG",
			"page": 168,
			"level": 4,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dragon Disciple Dedication|APG}",
			"entries": [
				"Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are {@trait agile}, {@trait finesse} unarmed attacks that deal {@damage 1d6} slashing damage and are in the {@group brawling} weapon group.",
				"If you're a draconic sorcerer, when you cast {@spell dragon claws}, increase the spell's slashing damage die from {@damage d4} to {@damage d6} and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level."
			]
		},
		{
			"name": "Clear the Way",
			"source": "APG",
			"page": 183,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Mauler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Mauler Dedication|APG}",
			"requirements": "You're wielding a melee weapon in two hands.",
			"entries": [
				"You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to {@action Shove} up to five creatures adjacent to you, rolling a separate {@skill Athletics} check for each target. Then {@action Stride} up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved."
			]
		},
		{
			"name": "Clever Gambit",
			"source": "APG",
			"page": 134,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 2,
			"traits": [
				"rogue"
			],
			"prerequisites": "mastermind racket",
			"trigger": "Your {@action Strike} critically hits and deals damage to a creature you've identified with {@action Recall Knowledge}.",
			"entries": [
				"Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You {@action Step} or {@action Stride}; this movement doesn't trigger reactions from the triggering creature."
			]
		},
		{
			"name": "Climbing Claws",
			"source": "APG",
			"page": 10,
			"level": 5,
			"traits": [
				"catfolk"
			],
			"entries": [
				"You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet."
			]
		},
		{
			"name": "Cling",
			"source": "APG",
			"page": 45,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"goblin"
			],
			"requirements": "Your last action was a successful {@action Strike}.",
			"entries": [
				"You hang onto a foe to harry them into submission. If your target moves while you're hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target {@action Escape||Escapes}. Attempts to {@action Escape} from a Cling follow the rules for {@action Escape}, but use your {@skill Acrobatics} DC and end the Cling instead of the conditions normally ended by the {@action Escape} action."
			],
			"special": [
				"You can use this action without a free hand if your preceding {@action Strike} was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack."
			]
		},
		{
			"name": "Clinging Shadows Initiate",
			"source": "APG",
			"page": 129,
			"level": 8,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the {@spell clinging shadows stance|APG} ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance."
			]
		},
		{
			"name": "Clue Them All In",
			"source": "APG",
			"page": 63,
			"level": 8,
			"traits": [
				"investigator"
			],
			"entries": [
				"You can clue in all your allies at once. When you use the {@action Clue In|APG} reaction, any of your allies who are attempting the same check to investigate a lead receive the circumstance bonus from {@action Clue In|APG}. If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In."
			],
			"leadsTo": [
				"Lead Investigator|APG"
			]
		},
		{
			"name": "Cobra Envenom",
			"source": "APG",
			"page": 129,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"monk",
				"poison"
			],
			"prerequisites": "{@feat Cobra Stance|APG}, expert in unarmed attacks",
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"requirements": "You are in Cobra Stance.",
			"entries": [
				"You lash out with devious intent and the power to envenom your foe. Make a cobra fang {@action Strike}. Your reach with this {@action Strike} is 5 feet greater than normal. If this {@action Strike} hits, the target takes {@damage 1d4} {@condition persistent damage||persistent poison damage} per weapon damage die."
			],
			"special": [
				"If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2."
			]
		},
		{
			"name": "Cobra Stance",
			"source": "APG",
			"page": 128,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"monk",
				"stance"
			],
			"entries": [
				"You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. While in this stance, the only {@action Strike|CRB|Strikes} you can make are cobra fang unarmed attacks.",
				"These deal {@damage 1d4} poison damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait deadly <d10>}, {@trait finesse}, {@trait nonlethal}, {@trait poison}, and {@trait unarmed} traits.",
				"While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level."
			],
			"leadsTo": [
				"Cobra Envenom|APG"
			]
		},
		{
			"name": "Combat Assessment",
			"source": "APG",
			"page": 126,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"fighter"
			],
			"entries": [
				"You make a telegraphed attack to learn about your foe. Make a melee {@action Strike}. On a hit, you can immediately attempt a check to {@action Recall Knowledge} about the target. On a critical hit, you gain a +2 circumstance bonus to the check to {@action Recall Knowledge}. The target is temporarily immune to Combat Assessment for 1 day."
			]
		},
		{
			"name": "Combat Reading",
			"source": "APG",
			"page": 112,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"bard",
				"secret"
			],
			"entries": [
				"You use a performer's cold reading techniques, aura reading, and other tricks to discover your foe's strengths and weaknesses. The GM rolls a secret {@skill Occultism} check for you against the {@skill Deception} or {@skill Stealth} DC (whichever is higher) of an enemy of your choice who is engaged in combat and isn't {@condition concealed} from you, {@condition hidden} from you, or {@condition undetected} by you.",
				"The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. In the event of a tie, the GM should pick one at random.",
						"Success": "The GM chooses one piece of information from the above list to tell you about the enemy.",
						"Critical Failure": "The GM gives you false information (the GM makes up the information)."
					}
				}
			]
		},
		{
			"name": "Combination Finisher",
			"source": "APG",
			"page": 91,
			"level": 6,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"You combine a series of attacks with a powerful finishing blow.",
				"Your finishers' {@action Strike|CRB|Strikes} have a lower multiple attack penalty: \u20134 (or \u20133 with an agile weapon) if it's the second attack on your turn, or \u20138 (or \u20136 with an agile weapon) if it's the third or subsequent attack on your turn, instead of \u20135 and \u201310, respectively."
			]
		},
		{
			"name": "Command Attention",
			"source": "APG",
			"page": 166,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Celebrity"
				]
			},
			"traits": [
				"archetype",
				"auditory",
				"emotion",
				"enchantment",
				"mental",
				"visual"
			],
			"prerequisites": "{@feat Celebrity Dedication|APG}",
			"entries": [
				"You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other {@trait visual} effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a {@trait visual} effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to {@action Hide} even if they don't have cover, as you are continually providing a distraction."
			]
		},
		{
			"name": "Conceal Spell",
			"source": "APG",
			"page": 101,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"concentrate",
				"manipulate",
				"metamagic",
				"witch"
			],
			"entries": [
				"You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell. If the next action you use is to {@action Cast a Spell}, attempt a {@skill Stealth} check against one or more observers' {@skill Perception} DCs; if the spell has verbal components, you must also attempt a {@skill Deception} check against the observers' {@skill Perception} DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're {@action Cast a Spell||Casting a Spell}, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.",
				"This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air."
			]
		},
		{
			"name": "Concealing Legerdemain",
			"source": "APG",
			"page": 204,
			"level": 1,
			"featType": {
				"skill": [
					"Thievery"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Thievery}",
			"entries": [
				"Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you {@action Conceal an Object} of light Bulk or less, you can use {@skill Thievery} instead of {@skill Stealth} for your checks and for the DC of an active searcher's {@skill Perception} check. You roll the check only once, but you must continue to use actions to {@action Conceal an Object} throughout the process."
			]
		},
		{
			"name": "Conceited Mindset",
			"source": "APG",
			"page": 118,
			"level": 2,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "tenets of evil",
			"entries": [
				"Because you know your mind is superior, you scoff at anyone who would alter your mental state\u2014but this hubris gets the better of you when you're wrong. You gain a +2 circumstance bonus to saves against {@trait mental} effects. If you succeed at a save against a {@trait mental} effect, you critically succeed instead; similarly, if you fail at a save against a {@trait mental} effect, you critically fail instead."
			]
		},
		{
			"name": "Connect the Dots",
			"source": "APG",
			"page": 62,
			"level": 6,
			"traits": [
				"uncommon",
				"concentrate",
				"investigator",
				"secret"
			],
			"requirements": "You must be pursuing at least two leads.",
			"entries": [
				"Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade. You spend 10 minutes considering two different leads you're pursuing. You then attempt a check to investigate how connected the two are. Unless the GM determines otherwise, this is a {@skill Crafting} check if they're both items or a {@skill Society} check for other combinations of leads. If any subjects are creatures, this check usually uses the highest DC among their {@skill Deception} and Will DCs.",
				"If no subjects are creatures, but at least one is an item, the DC is usually a hard DC for the level of the highest-level item. If neither case applies, the DC is usually a hard expert or hard master DC (22 or 32). Once you try to Connect the Dots between two particular leads, you can never try to Connect the Dots between those same leads again unless the GM allows it after you've learned a substantial amount of new information.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The GM tells you how connected the two leads are to one another: highly connected, somewhat connected, tangentially connected, or not connected. The GM also tells you one specific way in which they're connected, if they are.",
						"Success": "As critical success, but the GM doesn't tell you a specific connection.",
						"Failure": "Your results are inconclusive.",
						"Critical Failure": "You misconstrue the information. As success, but the GM provides an incorrect degree of connection."
					}
				}
			]
		},
		{
			"name": "Consult the Spirits",
			"source": "APG",
			"page": 204,
			"level": 7,
			"featType": {
				"skill": [
					"Nature",
					"Occultism",
					"Religion"
				]
			},
			"traits": [
				"general",
				"secret",
				"skill"
			],
			"prerequisites": "master in {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You have learned rites or meditations that enable you to perceive minor, {@condition invisible} spirits within a place. Choose {@skill Nature}, {@skill Occultism}, or {@skill Religion} when you select this feat.",
				"{@skill Nature} allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. {@skill Religion} reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. {@skill Occultism} allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.",
				"Spend 10 minutes and attempt a check to {@action Recall Knowledge} with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The spirits reveal themselves to you and have a {@condition helpful} attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.",
						"Success": "As with a critical success, but the spirits are {@condition indifferent} to you and answer only one question.",
						"Failure": "You are unable to contact the spirits of this place.",
						"Critical Failure": "You contact one or more malevolent spirits. They are {@condition hostile} toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM."
					}
				}
			],
			"special": [
				"You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary)."
			]
		},
		{
			"name": "Consume Spell",
			"source": "APG",
			"page": 141,
			"level": 14,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Counterspell|APG}",
			"entries": [
				"When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy. When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell."
			]
		},
		{
			"name": "Contortionist",
			"source": "APG",
			"page": 155,
			"level": 4,
			"featType": {
				"archetype": [
					"Acrobat"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Acrobat Dedication|APG}",
			"entries": [
				"You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down.",
				"You gain the {@feat Quick Squeeze} skill feat, and if you're a master in {@skill Acrobatics}, you can {@action Squeeze} at full Speed. Whenever you successfully {@action Escape} using {@skill Acrobatics}, the creature you {@action Escape|CRB|Escaped} from is {@condition flat-footed} against the next attack you make against it before the end of your next turn."
			]
		},
		{
			"name": "Convincing Illusion",
			"source": "APG",
			"page": 142,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"illusion",
				"wizard"
			],
			"prerequisites": "expert in {@skill Deception}",
			"trigger": "A creature succeeded, but didn't critically succeed, at a {@skill Perception} check or Will save to {@quickref disbelieve an illusion|CRB|2|disbelieving illusions|0} from a spell that you cast.",
			"requirements": "You are within 30 feet of the observer and the illusion.",
			"entries": [
				"You use your deceptive skills to make your illusions seem even more real. Attempt a {@skill Deception} check against the target's {@skill Perception} DC. If you succeed, the target fails to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}."
			]
		},
		{
			"name": "Coordinated Charge",
			"source": "APG",
			"page": 181,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"open",
				"visual"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"entries": [
				"You heroically dash into the fray, inspiring your allies to follow. You {@action Stride} up to your Speed and make a melee {@action Strike}.",
				"If your {@action Strike} hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to {@action Stride}, but they each must end their {@action Stride} closer to the creature you hit than where they started."
			]
		},
		{
			"name": "Corrupted Shield",
			"source": "APG",
			"page": 119,
			"level": 6,
			"traits": [
				"uncommon",
				"champion",
				"divine",
				"necromancy",
				"negative"
			],
			"prerequisites": "divine ally (shield), tenets of evil",
			"entries": [
				"Your shield ally is more than just a spirit of protection\u2014it's a conduit for deadly divine magic. When you use your shield ally to {@feat Shield Block} a melee unarmed attack or a melee weapon {@action Strike} from an adjacent creature, the attacker takes {@damage 1d6} evil or negative damage (your choice). If the attack or {@action Strike} breaks or destroys your shield, double this additional damage.",
				"The damage the attacker takes increases to {@dice 2d6} at 11th level and {@dice 3d6} at 16th level."
			]
		},
		{
			"name": "Counterspell",
			"source": "APG",
			"page": 100,
			"add_hash": "Witch",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"abjuration",
				"witch"
			],
			"trigger": "A creature {@action Cast a Spell||Casts a Spell} that you have prepared.",
			"entries": [
				"When a foe {@action Cast a Spell||Casts a Spell} and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to {@quickref counteract|CRB|3|counteracting} the triggering spell."
			],
			"special": [
				"This feat has the trait corresponding to the tradition of spells you cast ({@trait arcane}, {@trait divine}, {@trait primal}, or {@trait occult})."
			],
			"leadsTo": [
				"Reflect Spell (Witch)|APG"
			]
		},
		{
			"name": "Courageous Advance",
			"source": "APG",
			"page": 112,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"auditory",
				"bard",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "warrior muse",
			"entries": [
				"With a rousing call, you exhort an ally to advance. If your next action is to cast the {@spell inspire courage} composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to {@action Stride}."
			],
			"leadsTo": [
				"Courageous Onslaught|APG"
			]
		},
		{
			"name": "Courageous Assault",
			"source": "APG",
			"page": 114,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"auditory",
				"bard",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "warrior muse",
			"entries": [
				"With a mighty shout, you can stir an ally to attack. If your next action is to cast the {@spell inspire courage} composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to make a melee {@action Strike}."
			],
			"leadsTo": [
				"Courageous Onslaught|APG",
				"Shared Assault|APG"
			]
		},
		{
			"name": "Courageous Onslaught",
			"source": "APG",
			"page": 115,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"auditory",
				"bard",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "{@feat Courageous Advance|APG}, {@feat Courageous Assault|APG}",
			"entries": [
				"You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the {@spell inspire courage} composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to {@action Stride} and then make a melee {@action Strike}."
			]
		},
		{
			"name": "Courageous Opportunity",
			"source": "APG",
			"page": 113,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"auditory",
				"bard",
				"concentrate"
			],
			"prerequisites": "warrior muse",
			"trigger": "A creature within your reach uses an {@trait auditory} effect, {@trait manipulate} action, or {@trait move} action; makes a ranged attack; or leaves a square during its {@trait move} action.",
			"requirements": "You are affected by {@spell inspire courage}.",
			"entries": [
				"You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee {@action Strike} against the triggering creature. If the attack is a critical hit and the trigger was a {@trait manipulate} action, the action is disrupted."
			]
		},
		{
			"name": "Crafter's Appraisal",
			"source": "APG",
			"page": 204,
			"level": 1,
			"featType": {
				"skill": [
					"Crafting"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"Your knowledge of items' construction allows you to discern their {@trait magical} effects as well. You can use {@skill Crafting} instead of a skill associated with a magic tradition to {@action Identify Magic} on magic items, though not on any other sorts of magic."
			]
		},
		{
			"name": "Criminal Connections",
			"source": "APG",
			"page": 204,
			"level": 2,
			"featType": {
				"skill": [
					"Society"
				]
			},
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Society}, {@feat Streetwise}",
			"entries": [
				"You have dealings with a variety of unsavory characters, which you can leverage to trade favors or meet powerful people. When you're in an area where you have connections (typically a settlement where you've spent downtime building connections or possibly another area in the same nation), you can attempt a {@skill Society} check to arrange a meeting with an important criminal, such as a thieves' guild leader, or ask for a favor in exchange for a later favor of your contact's choice.",
				"The GM decides the DC based on the difficulty of the favor and the figure's prominence."
			]
		},
		{
			"name": "Cringe",
			"otherSources": {
				"Reprinted": [
					"LTiBA|10"
				]
			},
			"source": "APG",
			"page": 14,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"emotion",
				"kobold",
				"mental",
				"visual"
			],
			"trigger": "A creature you are aware of critically succeeds on a {@action Strike} against you and would deal damage to you.",
			"entries": [
				"With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering {@action Strike} equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours."
			]
		},
		{
			"name": "Crossbow Terror",
			"source": "APG",
			"page": 157,
			"level": 6,
			"featType": {
				"archetype": [
					"Archer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Archer Dedication|APG}",
			"entries": [
				"You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat {@feat Crossbow Ace})."
			]
		},
		{
			"name": "Crude Communication",
			"source": "APG",
			"page": 178,
			"level": 8,
			"featType": {
				"archetype": [
					"Linguist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Linguist Dedication|APG}",
			"entries": [
				"Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret {@skill Society} check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in {@skill Society}, you can communicate instantly without needing to attempt a {@skill Society} check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate."
			]
		},
		{
			"name": "Cruelty",
			"source": "APG",
			"page": 119,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"uncommon",
				"champion",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "devotion spell ({@spell touch of corruption|APG})",
			"entries": [
				"The harm you deal with your corrupting touch saps the strength from your enemy's body. If your next action is to cast {@spell touch of corruption|APG} on a living creature, the target is also {@condition enfeebled 1} for 1 minute if it fails its save ({@condition enfeebled 2} if it critically fails)."
			],
			"leadsTo": [
				"Greater Cruelty|APG"
			]
		},
		{
			"name": "Current Spell",
			"source": "APG",
			"page": 124,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"abjuration",
				"concentrate",
				"druid",
				"metamagic"
			],
			"entries": [
				"As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to {@action Cast a Spell} with the {@trait air} or {@trait water} trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the {@trait air} or {@trait water} trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the {@trait air} trait, {@trait water} trait, or both until the start of your next turn, depending on the spell's traits."
			]
		},
		{
			"name": "Cut From the Air",
			"source": "APG",
			"page": 127,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"fighter"
			],
			"trigger": "You are the target of a physical ranged {@action Strike}.",
			"requirements": "You're aware of the attack, not {@condition flat-footed} against it, and either have a hand free or are wielding a melee weapon.",
			"entries": [
				"You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air."
			],
			"leadsTo": [
				"Smash From the Air|APG"
			]
		},
		{
			"name": "Daemon Magic",
			"source": "APG",
			"page": 40,
			"level": 9,
			"traits": [
				"tiefling"
			],
			"prerequisites": "{@feat Grimspawn|APG}",
			"entries": [
				"The magic of Abaddon runs through your blood, and you can wield that power. You can cast {@spell death knell} and {@spell false life} each once per day as 2nd-level divine innate spells."
			]
		},
		{
			"name": "Dance Underfoot",
			"source": "APG",
			"page": 46,
			"level": 9,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Step Lively|APG}",
			"entries": [
				"You dart under the legs of your enemies in combat. You can end a successful {@action Tumble Through} action in a Large or larger enemy's space. Also, when using the {@feat Step Lively|APG} feat, you can {@action Step} into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze."
			],
			"leadsTo": [
				"Toppling Dance|APG"
			]
		},
		{
			"name": "Dandy Dedication",
			"source": "APG",
			"page": 167,
			"level": 2,
			"featType": {
				"archetype": [
					"Dandy"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"entries": [
				"You are a consummate student of dignity, etiquette, and fashion. You can use the {@skill Diplomacy} skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis.",
				"You become trained in {@skill Deception} and {@skill Society}; if you were already trained, you become an expert instead."
			],
			"special": [
				"You can't select another Dedication feat until you have gained two other feats from the dandy archetype."
			],
			"leadsTo": [
				"Distracting Flattery|APG",
				"Fabricated Connections|APG",
				"Gossip Lore|APG",
				"Party Crasher|APG"
			]
		},
		{
			"name": "Dazing Blow",
			"source": "APG",
			"page": 126,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"fighter",
				"press"
			],
			"requirements": "You have a creature {@condition grabbed}.",
			"entries": [
				"You pummel a held foe, hoping to stagger them. Make a melee {@action Strike} against a creature you have {@condition grabbed}. The weapon damage from this {@action Strike} is bludgeoning damage. If the {@action Strike} hits, the creature must attempt a Fortitude save against your class DC; this is an {@trait incapacitation} effect.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature is {@condition stunned 1}.",
						"Failure": "The creature is {@condition stunned 2}.",
						"Critical Failure": "The creature is {@condition stunned 3}."
					}
				}
			]
		},
		{
			"name": "Deadly Grace",
			"source": "APG",
			"page": 93,
			"level": 16,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"Your graceful attacks are especially powerful. When you score a critical hit with an {@trait agile} or {@trait finesse} melee weapon that has the {@trait deadly} trait, you double the number of dice from that trait. When you wield an {@trait agile} or {@trait finesse} melee weapon that doesn't have the {@trait deadly} trait, it gains the {@trait deadly||deadly d8} trait instead."
			]
		},
		{
			"name": "Deadly Strikes",
			"source": "APG",
			"page": 131,
			"level": 20,
			"traits": [
				"monk"
			],
			"entries": [
				"You have honed your body to attack with lethal focus. Your unarmed attacks gain the {@trait deadly d10} trait, or you increase their {@trait deadly} trait to {@damage d10} if the unarmed attack is already deadly with a smaller die size."
			]
		},
		{
			"name": "Death's Drums",
			"source": "APG",
			"page": 19,
			"level": 9,
			"traits": [
				"orc"
			],
			"entries": [
				"Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking {@condition persistent damage} or your {@condition wounded} value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws."
			]
		},
		{
			"name": "Debilitating Dichotomy",
			"source": "APG",
			"page": 80,
			"level": 8,
			"traits": [
				"oracle"
			],
			"entries": [
				"You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the {@spell debilitating dichotomy|APG} revelation spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Deceptive Worship",
			"source": "APG",
			"page": 204,
			"level": 1,
			"featType": {
				"skill": [
					"Occultism"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Occultism}",
			"entries": [
				"Members of your cult frequently pass themselves off as worshippers of other religions. You can use {@skill Occultism} instead of {@skill Deception} to {@action Impersonate} a typical worshipper of another faith or to {@action Lie} specifically to claim you are a member of the faith you are Impersonating. You still need to use the {@skill Deception} skill to {@action Impersonate} a specific worshipper or to perform other deceptive actions, such as attempting to {@action Lie} about any other matter."
			]
		},
		{
			"name": "Deeper Dabbler",
			"source": "APG",
			"page": 195,
			"level": 8,
			"featType": {
				"archetype": [
					"Talisman Dabbler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Talisman Dabbler Dedication|APG}",
			"entries": [
				"With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations."
			],
			"special": [
				"You can select this feat a second time if you are 14th level or higher."
			]
		},
		{
			"name": "Defend Mount",
			"source": "APG",
			"page": 164,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"trigger": "An enemy makes an attack roll against your mount while you're riding it.",
			"entries": [
				"You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount."
			]
		},
		{
			"name": "Defensive Coordination",
			"source": "APG",
			"page": 113,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"auditory",
				"bard",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "warrior muse, {@feat Inspire Defense}",
			"entries": [
				"Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line.",
				"If your next action is to cast the {@spell inspire defense} composition cantrip, you can {@action Raise a Shield}, and one ally who gains a status bonus from the spell can immediately use a reaction to {@action Raise a Shield}."
			]
		},
		{
			"name": "Defy the Darkness",
			"source": "APG",
			"page": 42,
			"level": 5,
			"traits": [
				"dwarf"
			],
			"prerequisites": "darkvision",
			"entries": [
				"Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your {@ability darkvision} and sworn not to use such magic yourself. You gain {@ability darkvision||greater darkvision}, enabling you to see through magical darkness even if it normally hampers {@ability darkvision} (such as the darkness created by a 4th-level {@spell darkness} spell). You can't cast spells with the {@trait darkness} trait, use item activations with the {@trait darkness} trait, or use any other ability with the {@trait darkness} trait."
			]
		},
		{
			"name": "Deimatic Display",
			"source": "APG",
			"page": 124,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"druid"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"entries": [
				"Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one {@skill Intimidation} check to {@action Demoralize} and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, {@action Demoralize} gains the {@trait visual} trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language."
			]
		},
		{
			"name": "Demolition Charge",
			"source": "APG",
			"page": 106,
			"level": 2,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's {@skill Stealth} DC to detect it and {@skill Thievery} DC to disable it are equal to your class DC.",
				"The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.",
				{
					"type": "ability",
					"name": "Fire in the Hole",
					"activity": {
						"unit": "reaction",
						"number": 1
					},
					"trigger": "A creature moves into the hazard's space",
					"entries": [
						"The hazard explodes, dealing the bombs' damage and {@trait splash} damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' {@trait splash} damage, similarly combined for the purpose of resistances and weaknesses.",
						"As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply."
					]
				}
			]
		},
		{
			"name": "Demon Magic",
			"source": "APG",
			"page": 40,
			"level": 9,
			"traits": [
				"tiefling"
			],
			"prerequisites": "{@feat Pitborn|APG}",
			"entries": [
				"You can channel the power of the Abyss through your heritage, producing terrible tangible effects. You can cast {@spell paranoia} and {@spell shatter} each once per day as 2nd-level divine innate spells."
			]
		},
		{
			"name": "Derring-do",
			"source": "APG",
			"page": 91,
			"level": 10,
			"traits": [
				"fortune",
				"swashbuckler"
			],
			"entries": [
				"When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus for having panache applies ({@action Tumble Through} and any skill actions listed in your swashbuckler's style)."
			]
		},
		{
			"name": "Desperate Prayer",
			"source": "APG",
			"page": 118,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 1,
			"traits": [
				"champion"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You begin your turn and have no Focus Points in your pool.",
			"entries": [
				"You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point."
			]
		},
		{
			"name": "Destructive Block",
			"source": "APG",
			"page": 159,
			"level": 10,
			"featType": {
				"archetype": [
					"Bastion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bastion Dedication|APG}",
			"entries": [
				"You can protect yourself more effectively, at the expense of your shield. When you {@feat Shield Block}, you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be {@condition broken} or destroyed, such as if you're using an {@item indestructible shield}."
			]
		},
		{
			"name": "Detective's Readiness",
			"source": "APG",
			"page": 61,
			"level": 4,
			"traits": [
				"investigator"
			],
			"entries": [
				"When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from {@action Pursue a Lead|APG} on saving throws (and their DCs, as normal) against the subject of a lead, and you can use {@action Clue In|APG} to assist an ally's saving throw against that subject."
			]
		},
		{
			"name": "Determined Dash",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"barbarian",
				"rage"
			],
			"entries": [
				"Nothing can keep you from your enemy. {@action Stride} twice. During this movement you ignore {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and any effects that would impose a penalty to Speed. You can attempt an {@skill Athletics} check instead of an {@skill Acrobatics} check to {@action Balance} when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain. You can increase the number of actions this activity takes to 3 to {@action Stride} three times instead."
			]
		},
		{
			"name": "Devil Magic",
			"source": "APG",
			"page": 41,
			"level": 9,
			"traits": [
				"tiefling"
			],
			"prerequisites": "{@feat Hellspawn|APG}",
			"entries": [
				"Drawing on the infernal power of your sinister forbears, you mislead your foes with magical deception. You can cast {@spell invisibility} and {@spell misdirection} each once per day as 2nd-level divine innate spells."
			]
		},
		{
			"name": "Didactic Strike",
			"source": "APG",
			"page": 65,
			"level": 16,
			"traits": [
				"investigator"
			],
			"prerequisites": "{@feat Shared Stratagem|APG}",
			"entries": [
				"When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is {@condition flat-footed} against the first attack from each designated ally before your next turn, and each ally's first attack deals an extra {@damage 2d6} precision damage to the target if it hits."
			]
		},
		{
			"name": "Directed Audience",
			"source": "APG",
			"page": 112,
			"level": 2,
			"traits": [
				"bard"
			],
			"entries": [
				"You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell's area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone."
			]
		},
		{
			"name": "Disarming Assault",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian",
				"flourish",
				"rage"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"You attack with enough force to knock the weapon out of your foe's hands. Make a melee {@action Strike}; if you hit, you can attempt an {@skill Athletics} check to {@action Disarm} that foe."
			]
		},
		{
			"name": "Disarming Block",
			"source": "APG",
			"page": 159,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Bastion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bastion Dedication|APG}, trained in {@skill Athletics}",
			"trigger": "You {@feat Shield Block} a melee {@action Strike} made with a held weapon.",
			"entries": [
				"You attempt to {@action Disarm} the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free."
			]
		},
		{
			"name": "Disarming Flair",
			"source": "APG",
			"page": 88,
			"level": 1,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an {@skill Athletics} check to {@action Disarm}, the circumstance bonus and penalty from {@action Disarm} last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an {@action Interact} action to adjust their grip and remove this effect.",
				"If your swashbuckler's style is gymnast and you succeed at your {@skill Athletics} check to {@action Disarm} a foe, you gain panache."
			]
		},
		{
			"name": "Disciple's Breath",
			"source": "APG",
			"page": 169,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 16,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dragon Disciple Dedication|APG}, {@spell dragon breath} sorcerer bloodline spell",
			"entries": [
				"You unleash your breath weapon without spending focus. This has the effects of your {@spell dragon breath} sorcerer bloodline spell, though it deals {@dice 9d6} damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for {@dice 1d4} rounds."
			]
		},
		{
			"name": "Discordant Voice",
			"source": "APG",
			"page": 115,
			"level": 18,
			"traits": [
				"bard",
				"evocation",
				"sonic"
			],
			"prerequisites": "{@spell inspire courage}",
			"entries": [
				"Your inspire courage lets loose a discordant shriek that imbues your allies' attacks with powerful sonic reverberations. While your allies are affected by your inspire courage, their weapon {@action Strike|CRB|Strikes} and unarmed attacks deal an additional {@damage 1d6} sonic damage."
			]
		},
		{
			"name": "Discreet Inquiry",
			"source": "APG",
			"page": 204,
			"level": 2,
			"featType": {
				"skill": [
					"Deception",
					"Diplomacy"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Deception} or {@skill Diplomacy}",
			"entries": [
				"You are subtle in your efforts to learn the things you need to know. When {@action Gather Information||Gathering Information}, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to {@action Gather Information}. Anyone trying to {@action Gather Information} to determine if someone else was asking around about the topic in question must exceed your {@skill Deception} DC or the normal DC to {@action Gather Information} about your inquiries, whichever is higher, or else they don't learn of your efforts."
			]
		},
		{
			"name": "Disorienting Opening",
			"source": "APG",
			"page": 126,
			"level": 8,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@action Attack of Opportunity}",
			"entries": [
				"You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an {@action Attack of Opportunity}, that creature becomes {@condition flat-footed} until the start of your next turn."
			]
		},
		{
			"name": "Distracting Flattery",
			"source": "APG",
			"page": 167,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"featType": {
				"skill": [
					"Deception"
				],
				"archetype": [
					"Dandy"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Dandy Dedication|APG}, expert in {@skill Deception}",
			"trigger": "You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior.",
			"entries": [
				"You know how to maintain a good impression and manage your image, even while keeping uncouth company.",
				"Make a {@skill Deception} check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The target's attitude doesn't decrease as a result of your ally's social blunder.",
						"Failure": "The target's attitude decreases, as normal.",
						"Critical Failure": "Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction."
					}
				}
			]
		},
		{
			"name": "Distracting Performance",
			"source": "APG",
			"page": 205,
			"level": 2,
			"featType": {
				"skill": [
					"Performance"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Performance}",
			"entries": [
				"Your performances are especially distracting, allowing your allies to {@action Sneak} away with ease. When you {@action Aid} an ally who is trying to {@action Create a Diversion}, instead of the usual effects of {@action Aid}, you can roll a {@skill Performance} check and use that result to determine the outcome of the diversion, instead of the ally rolling a {@skill Deception} check."
			]
		},
		{
			"name": "Disturbing Knowledge",
			"source": "APG",
			"page": 205,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 7,
			"featType": {
				"skill": [
					"Occultism"
				]
			},
			"traits": [
				"emotion",
				"fear",
				"general",
				"mental",
				"skill"
			],
			"prerequisites": "master in {@skill Occultism}",
			"entries": [
				"You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets.",
				"Attempt an {@skill Occultism} check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in {@skill Occultism}.",
				"Those creatures are temporarily immune for 24 hours.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target becomes {@condition confused} for 1 round and {@condition frightened 1}.",
						"Success": "The target becomes {@condition frightened 1}.",
						"Failure": "The target is unaffected.",
						"Critical Failure": "You get overly caught up in your own words and become {@condition frightened 1}."
					}
				}
			]
		},
		{
			"name": "Diverse Mystery",
			"source": "APG",
			"page": 81,
			"level": 16,
			"traits": [
				"oracle"
			],
			"prerequisites": "{@feat Advanced Revelation|APG}",
			"entries": [
				"You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell.",
				"When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal {@trait curse} effects you gain from casting a revelation spell. This additional minor {@trait curse} effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional {@trait curse} effect.",
				"You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's {@trait curse} effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish {@action Cast a Spell||Casting the Spell}."
			]
		},
		{
			"name": "Diverting Vortex",
			"source": "APG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"sorcerer"
			],
			"requirements": "Your most recent action was to cast a noncantrip spell.",
			"entries": [
				"You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks."
			]
		},
		{
			"name": "Divine Access",
			"source": "APG",
			"page": 79,
			"level": 4,
			"traits": [
				"oracle"
			],
			"entries": [
				"Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire."
			],
			"special": [
				"You can select this feat more than once. You can't choose the same spells more than once, but you can choose a different domain or a different deity with the same domain you've previously selected with this feat."
			]
		},
		{
			"name": "Divine Aegis",
			"source": "APG",
			"page": 79,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 2,
			"traits": [
				"abjuration",
				"divine",
				"oracle"
			],
			"trigger": "You attempt a saving throw against a {@trait magical} effect, but you haven't rolled yet.",
			"entries": [
				"You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other {@trait divine} effects. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine {@trait magical} effects, but you also take a \u20131 circumstance penalty to saves against {@trait divine} effects."
			]
		},
		{
			"name": "Divine Countermeasures",
			"source": "APG",
			"page": 36,
			"level": 9,
			"traits": [
				"aasimar"
			],
			"entries": [
				"You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against {@trait divine} effects."
			]
		},
		{
			"name": "Divine Effusion",
			"source": "APG",
			"page": 81,
			"level": 18,
			"traits": [
				"oracle"
			],
			"entries": [
				"The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels."
			]
		},
		{
			"name": "Diviner Sense",
			"source": "APG",
			"page": 143,
			"level": 12,
			"traits": [
				"divination",
				"fortune",
				"wizard"
			],
			"entries": [
				"You sense magical dangers. When using the {@action Detect Magic} exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a {@trait magical} effect or magic item and is in range of your {@spell detect magic}."
			]
		},
		{
			"name": "Doctor's Visitation",
			"source": "APG",
			"page": 184,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} OR {@as 2}"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Medic"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Medic Dedication|APG}",
			"entries": [
				"You move to provide immediate care to those who need it. {@action Stride}, then use one of the following: {@feat Battle Medicine} or {@action Treat Poison}. You can spend a second action to instead {@action Stride} and then {@action Administer First Aid} or {@feat Treat Condition|apg|Treat a Condition} (if you have it)."
			]
		},
		{
			"name": "Dodge Away",
			"source": "APG",
			"page": 155,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Acrobat"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Acrobat Dedication|APG}",
			"trigger": "You are the target of a melee attack.",
			"requirements": "You're aware of the attack and aren't {@condition flat-footed}.",
			"entries": [
				"You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack.",
				"If the attack misses you, you can {@action Step} after the {@action Strike}. If you're a master in {@skill Acrobatics}, you can move 10 feet on this {@action Step} instead of 5 feet."
			]
		},
		{
			"name": "Dodging Roll",
			"source": "APG",
			"page": 130,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"traits": [
				"monk"
			],
			"prerequisites": "master in {@skill Acrobatics}",
			"trigger": "You take damage from an area effect that allows a Reflex save.",
			"entries": [
				"You dodge a blow at the last possible moment. You {@action Step} and gain resistance to all damage equal to your level against the triggering effect. If your {@action Step} moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier."
			]
		},
		{
			"name": "Domain Acumen",
			"source": "APG",
			"page": 79,
			"level": 2,
			"traits": [
				"oracle"
			],
			"entries": [
				"Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell.",
				"It gains the {@trait cursebound} trait. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Domain Fluency",
			"source": "APG",
			"page": 80,
			"level": 12,
			"traits": [
				"oracle"
			],
			"prerequisites": "initial domain spell",
			"entries": [
				"You command a deep understanding of the divine domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell.",
				"You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the {@trait cursebound} trait. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Doublespeak",
			"source": "APG",
			"page": 205,
			"level": 7,
			"featType": {
				"skill": [
					"Deception"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master at {@skill Deception}",
			"entries": [
				"You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a {@skill Perception} check against your {@skill Deception} DC to realize you are passing a secret message, and they must critically succeed to understand the message itself."
			]
		},
		{
			"name": "Dracomancer",
			"source": "APG",
			"page": 15,
			"level": 9,
			"traits": [
				"kobold"
			],
			"entries": [
				"Your inborn arcane power manifests as your exemplar's most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as presented on pages 104\u2013126 of the Bestiary (such as {@spell alarm}, {@spell blur}, {@spell invisibility}, and {@spell true strike} for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma."
			],
			"leadsTo": [
				"Elite Dracomancer|APG",
				"Dragonblood Paragon|LOAG"
			]
		},
		{
			"name": "Draconic Arrogance",
			"source": "APG",
			"page": 108,
			"level": 1,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|dragon instinct|dragon}",
			"entries": [
				"Few can sway you from your goals while the fury of combat fills you. While {@action Rage|CRB|raging}, you gain a +2 status bonus to saving throws against {@trait emotion} effects."
			]
		},
		{
			"name": "Draconic Scent",
			"source": "APG",
			"page": 168,
			"level": 4,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dragon Disciple Dedication|APG}",
			"entries": [
				"Your sense of smell is uncanny, much like a dragon's. You gain imprecise {@ability scent} with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion."
			]
		},
		{
			"name": "Dragging Strike",
			"source": "APG",
			"page": 126,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"fighter",
				"press"
			],
			"entries": [
				"You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee {@action Strike}. If you hit a target that is your size or smaller, that creature is {@condition flat-footed} until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions.",
				"This {@action Strike} has the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": "The target becomes {@condition flat-footed} until the end of your current turn."
					}
				}
			]
		},
		{
			"name": "Dragon Arcana",
			"source": "APG",
			"page": 168,
			"level": 4,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "ability to cast spells from spell slots, {@feat Dragon Disciple Dedication|APG}",
			"entries": [
				"You've discovered how to add the magic of dragons to your tradition. Add the {@class Sorcerer|CRB|draconic bloodline's|draconic} granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are {@spell shield}, {@spell true strike}, {@spell resist energy}, {@spell haste}, {@spell spell immunity}, {@spell chromatic wall}, {@spell dragon form}, {@spell mask of terror}, {@spell prismatic wall}, and {@spell overwhelming presence}."
			]
		},
		{
			"name": "Dragon Disciple Dedication",
			"source": "APG",
			"page": 168,
			"level": 2,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"otherSources": {
				"Expanded": [
					"LOME|76"
				]
			},
			"access": "You are a {@ancestry kobold|APG} with the {@ancestry kobold|APG|dragonscaled|Dragonscaled Kobold|APG} or {@ancestry kobold|APG|spellscaled|Spellscale Kobold|APG} heritage, a {@class Barbarian|CRB|dragon instinct barbarian|Dragon}, or a {@class Sorcerer|CRB|draconic bloodline sorcerer|draconic}.",
			"entries": [
				"You choose to study or worship one type of dragon, and your focus grants you a measure of its power. You become trained in arcane spell DCs and arcane spell attack rolls. Choose one color of dragon when you select this feat; if you are a {@class sorcerer} with the {@class Sorcerer|CRB|draconic|draconic} bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon.",
				{
					"type": "list",
					"items": [
						"{@b Black, Brine{@sup 1}, or Copper} Acid",
						"{@b Blue, Bronze, Cloud{@sup 1}, or Sky{@sup 1}} Electricity",
						"{@b Brass, Gold, Magma{@sup 1}, Red, or Underworld{@sup 1}} Fire",
						"{@b Crystal{@sup 1} or Forest{@sup 1}} Piercing",
						"{@b Green} Poison",
						"{@b Sea{@sup 1}} Bludgeoning",
						"{@b Silver or White} Cold",
						"{@b Sovereign{@sup 1}} Mental",
						"{@b Umbral{@sup 1}} Negative"
					]
				},
				"{@note {@sup 1}Mwangi Expanse, p.76}",
				"You also gain a +1 circumstance bonus to saving throws against {@trait sleep} effects and effects that would make you {@condition paralyzed}."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the {@archetype sorcerer|crb|sorcerer archetype}, you must choose the {@class Sorcerer|CRB|draconic bloodline|draconic}."
			],
			"leadsTo": [
				"Breath of the Dragon|APG",
				"Claws of the Dragon|APG",
				"Disciple's Breath|APG",
				"Draconic Scent|APG",
				"Dragon Arcana|APG",
				"Scales of the Dragon|APG",
				"Shape of the Dragon|APG",
				"Mighty Dragon Shape|APG",
				"Wings of the Dragon|APG",
				"Cloud Walk|SoT3",
				"Deflecting Cloud|SoT3",
				"Mighty Wings|SoT3",
				"Shape of the Cloud Dragon|SoT3"
			]
		},
		{
			"name": "Dragon's Breath",
			"source": "APG",
			"page": 15,
			"level": 9,
			"traits": [
				"kobold"
			],
			"prerequisites": "{@feat Kobold Breath|APG}",
			"entries": [
				"You can put more effort into your Kobold Breath to channel greater draconic power, though it takes more out of you. When you use Kobold Breath, you can increase the damage dice to d8s and increase the area to 60 feet for a line breath weapon or 30 feet for a cone. If you do, you can't use Kobold Breath again for 1 hour."
			]
		},
		{
			"name": "Dragon's Presence",
			"source": "APG",
			"page": 14,
			"level": 1,
			"traits": [
				"kobold"
			],
			"entries": [
				"As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes)",
				"When you roll a success on a saving throw against a {@trait fear} effect, you get a critical success instead. When you roll a failure against a {@trait fear} effect, you get a critical failure instead.",
				"In addition, when you attempt to {@action Demoralize} a foe of your level or lower, you gain a +1 circumstance bonus to the {@skill Intimidation} check."
			]
		},
		{
			"name": "Dread Marshal Stance",
			"source": "APG",
			"page": 180,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"open",
				"stance"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}, trained in {@skill Intimidation}",
			"entries": [
				"Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks.",
				"When you use this action, attempt an {@skill Intimidation} check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances.",
				"The effect depends on the result of your check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a {@action Strike}, that enemy is {@condition frightened 1}.",
						"Success": "As critical success, but your aura's size doesn't increase.",
						"Failure": "You fail to enter the stance.",
						"Critical Failure": "You fail to enter the stance and can't take this action again for 1 minute."
					}
				}
			]
		},
		{
			"name": "Dream May",
			"source": "APG",
			"page": 31,
			"level": 1,
			"traits": [
				"changeling",
				"lineage"
			],
			"entries": [
				"You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against {@trait sleep} effects and effects that cause or alter dreams.",
				"In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any {@condition drained} and {@condition doomed} conditions you have by 2 instead of by 1."
			]
		},
		{
			"name": "Dual Finisher",
			"source": "APG",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"requirements": "You wield two melee weapons, one in each hand.",
			"entries": [
				"You split your attacks. Make two melee {@action Strike|CRB|Strikes}, one with each required weapon, each against a different foe. If the second {@action Strike} is made with a non-{@trait agile} weapon, it takes a \u20132 penalty.",
				"Increase your multiple attack penalty only after attempting both {@action Strike|CRB|Strikes}."
			]
		},
		{
			"name": "Dual Onslaught",
			"source": "APG",
			"page": 170,
			"level": 14,
			"featType": {
				"archetype": [
					"Dual-Weapon Warrior"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dual-Weapon Dedication|APG}",
			"entries": [
				"When you lash out with both weapons, you leave no room for the target to escape your attack. When you use {@feat Double Slice}, if you miss with both {@action Strike|CRB|Strikes}, choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures."
			]
		},
		{
			"name": "Dual Thrower",
			"source": "APG",
			"page": 170,
			"level": 4,
			"featType": {
				"archetype": [
					"Dual-Weapon Warrior"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dual-Weapon Warrior Dedication|APG}",
			"entries": [
				"You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee {@action Strike}, you can instead make a ranged {@action Strike} with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee {@action Strike|CRB|Strikes} also apply to one-handed ranged weapons and ranged {@action Strike|CRB|Strikes}."
			]
		},
		{
			"name": "Dual-Weapon Blitz",
			"source": "APG",
			"page": 170,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Dual-Weapon Warrior"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dual-Weapon Warrior Dedication|APG}",
			"requirements": "You are wielding two one-handed melee weapons, each in a different hand.",
			"entries": [
				"You attack as you dash among foes. {@action Stride} up to your Speed. At any point during this movement, you can {@action Strike} once with each of the two required weapons. These {@action Strike|CRB|Strikes} can be against the same or different targets, as you see fit."
			]
		},
		{
			"name": "Dual-Weapon Reload",
			"source": "APG",
			"page": 170,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Dual-Weapon Warrior"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dual-Weapon Warrior Dedication|APG}",
			"requirements": "You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.",
			"entries": [
				"You carry your ammunition in a way that allows you to reload while holding two weapons. You {@action Interact} to reload a one-handed ranged weapon you're holding. Unlike most {@action Interact} actions, you don't need a free hand to reload your ranged weapon in this way."
			]
		},
		{
			"name": "Dual-Weapon Warrior Dedication",
			"source": "APG",
			"page": 170,
			"level": 2,
			"featType": {
				"archetype": [
					"Dual-Weapon Warrior"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"You're exceptional in your use of two weapons. You gain the {@feat Double Slice} fighter feat. This serves as Double Slice for the purpose of meeting prerequisites."
			],
			"special": [
				"You can't select another dedication feat until you gain two other feats from the dual-weapon warrior archetype."
			],
			"leadsTo": [
				"Dual Thrower|APG",
				"Dual-Weapon Blitz|APG",
				"Dual-Weapon Reload|APG",
				"Flensing Slice|APG"
			]
		},
		{
			"name": "Dueling Dance",
			"source": "APG",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"stance",
				"swashbuckler"
			],
			"prerequisites": "{@feat Dueling Parry|APG}",
			"requirements": "You are wielding only a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry."
			]
		},
		{
			"name": "Dueling Parry",
			"source": "APG",
			"page": 88,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"swashbuckler"
			],
			"requirements": "You are wielding only a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements."
			],
			"leadsTo": [
				"Dueling Dance",
				"Dueling Riposte",
				"Guiding Riposte",
				"Improved Dueling Riposte",
				"Reflecting Riposte|EC6",
				"Dueling Dance|APG",
				"Selfless Parry|APG"
			]
		},
		{
			"name": "Duelist Dedication",
			"source": "APG",
			"page": 171,
			"level": 2,
			"featType": {
				"archetype": [
					"Duelist"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in light armor and simple weapons",
			"entries": [
				"You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the {@feat Quick Draw (Ranger)||Quick Draw} ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites."
			],
			"special": [
				"You cannot select another dedication feat until you have gained two other feats from the duelist archetype."
			],
			"leadsTo": [
				"Duelist's Challenge|APG",
				"Selfless Parry|APG",
				"Student of the Dueling Arts|APG"
			]
		},
		{
			"name": "Duelist's Challenge",
			"source": "APG",
			"page": 171,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Duelist"
				]
			},
			"traits": [
				"archetype",
				"open"
			],
			"prerequisites": "{@feat Duelist Dedication|APG}",
			"entries": [
				"Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the {@action Strike}'s damage equal to the number of damage dice your weapon deals.",
				"If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals."
			]
		},
		{
			"name": "Duskwalker Lore",
			"source": "APG",
			"page": 38,
			"level": 1,
			"traits": [
				"duskwalker"
			],
			"entries": [
				"You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in {@skill Medicine} and {@skill Religion}. 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||Boneyard Lore}."
			]
		},
		{
			"name": "Duskwalker Magic",
			"source": "APG",
			"page": 38,
			"level": 9,
			"traits": [
				"duskwalker"
			],
			"entries": [
				"Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast {@spell augury} and {@spell gentle repose} each once per day as 2nd-level divine innate spells."
			]
		},
		{
			"name": "Dwarven Doughtiness",
			"source": "APG",
			"page": 42,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your {@condition frightened} condition by 2 instead of 1."
			]
		},
		{
			"name": "Dwarven Reinforcement",
			"source": "APG",
			"page": 42,
			"level": 5,
			"traits": [
				"dwarf"
			],
			"prerequisites": "expert in {@skill Crafting}",
			"entries": [
				"You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in {@skill Crafting}, the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube."
			]
		},
		{
			"name": "Earned Glory",
			"source": "APG",
			"page": 47,
			"level": 1,
			"traits": [
				"half-elf"
			],
			"entries": [
				"Elves are often skeptical of their half-elven kin, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in {@skill Performance}. If you would automatically become trained in {@skill Performance} (from your background or class, for example), you instead become trained in a skill of your choice.",
				"You gain the {@feat Impressive Performance} feat.",
				"When you attempt a {@skill Performance} check to {@action Make an Impression} on an elf, if you roll a critical failure, you get a failure instead."
			]
		},
		{
			"name": "Earworm",
			"source": "APG",
			"page": 114,
			"level": 14,
			"traits": [
				"bard",
				"exploration"
			],
			"entries": [
				"By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity.",
				"Once you've created the earworm, you can attempt a {@skill Performance} check as a free action to activate it. This check uses a very hard DC of a level equal to that of the highest\u2013level target of the earworm present at the time of activation (Core Rulebook 503\u2013504). On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can't use further free actions like {@spell lingering composition} or {@spell inspire heroics} to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first."
			]
		},
		{
			"name": "Eat Fortune",
			"source": "APG",
			"page": 26,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 5,
			"traits": [
				"concentrate",
				"divination",
				"divine",
				"tengu"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "A creature within 60 feet uses a {@trait fortune} or {@trait misfortune} effect.",
			"entries": [
				"As someone tries to twist fate, you consume the interference.",
				"The triggering effect is disrupted. If it's a {@trait misfortune} effect, Eat Fortune gains the {@trait fortune} trait; if it's a {@trait fortune} effect, Eat Fortune gains the {@trait misfortune} trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a {@trait fortune} effect with Eat Fortune and then apply a {@trait misfortune} effect to the same roll."
			],
			"leadsTo": [
				"Jinx Glutton|LOAG"
			]
		},
		{
			"name": "Ebb And Flow",
			"source": "APG",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "{@feat Versatile Font}",
			"entries": [
				"You can pull forth both positive and negative energy simultaneously to harm your enemies and heal your allies.",
				"If your next action is to cast a 1-action or 2-action {@spell heal} or {@spell harm} spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures."
			]
		},
		{
			"name": "Echoes in Stone",
			"source": "APG",
			"page": 42,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"concentrate",
				"dwarf"
			],
			"requirements": "You are standing on a stone or earthen surface.",
			"entries": [
				"You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain a new sense: imprecise {@ability tremorsense} with a range of 20 feet."
			]
		},
		{
			"name": "Echoing Spell",
			"source": "APG",
			"page": 141,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"concentrate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to {@action Cast a Spell} of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can {@action Cast a Spell||Cast the Spell} a second time before the end of your next turn without expending a spell slot."
			]
		},
		{
			"name": "Eclectic Sword Training",
			"source": "APG",
			"page": 27,
			"level": 9,
			"traits": [
				"tengu"
			],
			"prerequisites": "{@feat Tengu Weapon Familiarity|APG}",
			"entries": [
				"You were always taught that you needed to be able to use whatever weapon came your way. You can change any of the swords designated in your Tengu Weapon Familiarity to different swords that meet the same specifications. You have to practice with a sword during your daily preparations to designate it, and the designation only lasts until your next daily preparations. This changes only your proficiency; it doesn't change your access."
			],
			"leadsTo": [
				"Eclectic Sword Mastery|LOAG"
			]
		},
		{
			"name": "Educate Allies",
			"source": "APG",
			"page": 113,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"abjuration",
				"bard",
				"concentrate"
			],
			"prerequisites": "{@feat Well-Versed|APG}",
			"trigger": "An ally benefiting from one of your composition spells is subject to an effect with the {@trait auditory}, {@trait illusion}, {@trait linguistic}, {@trait sonic}, or {@trait visual} trait.",
			"entries": [
				"You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn."
			]
		},
		{
			"name": "Efficient Rituals",
			"source": "APG",
			"page": 187,
			"level": 8,
			"featType": {
				"archetype": [
					"Ritualist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Ritualist Dedication|APG}",
			"entries": [
				"You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up."
			],
			"leadsTo": [
				"Speedy Rituals|APG"
			]
		},
		{
			"name": "Effortless Concentration",
			"source": "APG",
			"page": 105,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"witch"
			],
			"trigger": "Your turn begins.",
			"entries": [
				"You maintain your active spells with hardly a thought. You immediately gain the effects of a {@action Sustain a Spell} action, allowing you to extend the duration of one of your active witch spells."
			]
		},
		{
			"name": "Elaborate Flourish",
			"source": "APG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"concentrate",
				"manipulate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter. If the next action you use is to {@action Cast a Spell}, creatures with the ability to {@action Cast a Spell||Cast that Spell} don't automatically know what the spell is. In addition, creatures that witness your spellcasting take a \u20132 circumstance penalty to checks to identify the spell with {@action Recall Knowledge} and checks to {@quickref counteract|CRB|3|counteracting} the spell during its casting (such as with Counterspell)."
			]
		},
		{
			"name": "Eldritch Archer Dedication",
			"source": "APG",
			"page": 172,
			"level": 6,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"magical"
			],
			"prerequisites": "expert in at least one type of bow",
			"entries": [
				"You blend magic with your archery, leading to powerful results.",
				"If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the {@action Cast a Spell} activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.",
				"You also gain Eldritch Shot.",
				{
					"type": "ability",
					"name": "Eldritch Shot",
					"activity": {
						"number": 3,
						"unit": "action"
					},
					"requirements": "You are wielding a bow",
					"entries": [
						"You {@action Cast a Spell} that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a {@action Strike} with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the {@action Strike} and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks."
					]
				}
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype."
			],
			"leadsTo": [
				"Arrow of Death|APG",
				"Basic Eldritch Archer Spellcasting|APG",
				"Expert Eldritch Archer Spellcasting|APG",
				"Master Eldritch Archer Spellcasting|APG",
				"Enchanting Arrow|APG",
				"Magic Arrow|APG",
				"Phase Arrow|APG",
				"Precious Arrow|APG",
				"Seeker Arrow|APG"
			]
		},
		{
			"name": "Eldritch Debilitations",
			"source": "APG",
			"page": 136,
			"level": 10,
			"traits": [
				"rogue"
			],
			"prerequisites": "eldritch trickster racket, {@action Debilitating Strike}",
			"entries": [
				"You know how to apply debilitations that are particularly troublesome for spellcasters. Add the following debilitations to the list you can choose from when you use {@action Debilitating Strike}.",
				{
					"type": "list",
					"items": [
						"{@bold Debilitation} The target is {@condition stupefied 1}.",
						"{@bold Debilitation} The target can't {@action Step}."
					]
				}
			]
		},
		{
			"name": "Eldritch Nails",
			"source": "APG",
			"page": 102,
			"level": 4,
			"traits": [
				"witch"
			],
			"entries": [
				"Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals {@damage 1d6} slashing damage. Your nails are in the {@group brawling} group and have the {@trait agile} and {@trait unarmed} traits.",
				"You can etch your nails with runes with the same cost and restrictions as for etching runes onto {@item handwraps of mighty blows (generic)|CRB|handwraps of mighty blows}; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks.",
				"You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails {@action Strike} against the foe before applying any effects of the hex. If this {@action Strike} misses, the hex has no effect."
			]
		},
		{
			"name": "Elemental Summons",
			"source": "APG",
			"page": 124,
			"level": 4,
			"traits": [
				"druid"
			],
			"entries": [
				"You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a {@spell summon elemental} spell of the same level."
			]
		},
		{
			"name": "Elite Dracomancer",
			"source": "APG",
			"page": 15,
			"level": 13,
			"traits": [
				"kobold"
			],
			"prerequisites": "{@feat Dracomancer|APG}",
			"entries": [
				"Your magic rivals that of lesser dragons. Choose one 3rd-level spell and one 4th-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as on pages 104\u2013126 of the Bestiary (such as {@spell paralyze} and {@spell stinking cloud} for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells."
			]
		},
		{
			"name": "Elucidating Mercy",
			"source": "APG",
			"page": 120,
			"level": 10,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Mercy}",
			"entries": [
				"Your mercy grants clarity to those around you just when they need it most. When you use Mercy, you can instead attempt a {@quickref counteract|CRB|3|counteracting} check to remove the {@condition confused} or {@condition stupefied} conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn."
			]
		},
		{
			"name": "Elven Aloofness",
			"source": "APG",
			"page": 43,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to {@action Coerce} you using {@skill Intimidation}, it gets a critical failure instead (and thus can't try to {@action Coerce} you again for 1 week). When a non-elf attempts to {@action Demoralize} you, you become temporarily immune for 1 day, instead of 10 minutes."
			]
		},
		{
			"name": "Embrace the Pain",
			"source": "APG",
			"page": 111,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"traits": [
				"barbarian",
				"rage"
			],
			"trigger": "A creature damages you with a melee attack.",
			"entries": [
				"Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an {@skill Athletics} check to {@action Grapple} the triggering creature or to {@action Disarm} the creature of the triggering weapon."
			]
		},
		{
			"name": "Empathetic Plea",
			"source": "APG",
			"page": 44,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"auditory",
				"emotion",
				"gnome",
				"mental",
				"visual"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"trigger": "You are attacked by a creature that you haven't yet acted {@condition hostile} toward. You must use this reaction before the creature rolls its attack.",
			"entries": [
				"The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker.",
				"Attempt a {@skill Diplomacy} check against your attacker's Will DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature pulls its attack, wasting its action, and can't use {@condition hostile} actions against you until the beginning of its next turn.",
						"Success": "The creature takes a \u20132 circumstance penalty to damage on the triggering {@action Strike} and all its {@action Strike|CRB|Strikes} against you until the beginning of its next turn. The penalty is \u20134 if you're an expert in {@skill Diplomacy}, \u20136 if you're a master, and \u20138 if you're legendary.",
						"Failure": "The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours."
					}
				}
			]
		},
		{
			"name": "Empyreal Blessing",
			"source": "APG",
			"page": 36,
			"level": 5,
			"traits": [
				"aasimar"
			],
			"entries": [
				"You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast {@spell bless} once per day as a 1st-level divine innate spell."
			]
		},
		{
			"name": "Enchanting Arrow",
			"source": "APG",
			"page": 173,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype",
				"emotion",
				"enchantment",
				"magical",
				"mental"
			],
			"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
			"entries": [
				"With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks.",
				"Make a bow {@action Strike}. On a hit, the target takes an additional {@damage 2d6} mental damage. On a critical hit, the target also becomes {@condition stunned 1}. The mental damage increases to {@dice 3d6} if your bow has a {@item greater striking} rune, or to {@dice 4d6} if your bow has a {@item major striking} rune."
			]
		},
		{
			"name": "Endemic Herbs",
			"source": "APG",
			"page": 176,
			"level": 6,
			"featType": {
				"archetype": [
					"Herbalist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Herbalist Dedication|APG}, trained in {@skill Survival}",
			"entries": [
				"During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item.",
				{
					"type": "list",
					"items": [
						"{@bold Aquatic} Gain a +1 circumstance bonus to Fortitude saves.",
						"{@bold Arctic} For 1 hour, treat environmental {@trait cold} effects as if they were one step less severe.",
						"{@bold Desert} For 1 hour, treat environmental heat effects as if they were one step less severe.",
						"{@bold Forest} Gain a +2 circumstance bonus to saves against {@trait disease} and {@trait poison} effects.",
						"{@bold Mountain} Gain a +1 circumstance bonus to Reflex saves.",
						"{@bold Plains} Gain a +1 circumstance bonus to Will saves.",
						"{@bold Swamp} Remove one source of {@condition persistent damage||persistent bleed damage}.",
						"{@bold Underground} Gain a +1 circumstance bonus to {@skill Perception}."
					]
				}
			]
		},
		{
			"name": "Energetic Resonance",
			"source": "APG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"abjuration",
				"sorcerer"
			],
			"trigger": "You would take acid, cold, electricity, fire, or sonic damage from a spell.",
			"requirements": "You have an unexpended spell slot of a level equal to or higher than the triggering spell.",
			"entries": [
				"Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level."
			]
		},
		{
			"name": "Energy Ablation",
			"source": "APG",
			"page": 142,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"metamagic",
				"wizard"
			],
			"entries": [
				"When you cast energy spells, you retain some of that energy as a protective barrier. If your next action is to {@action Cast a Spell} that deals energy damage (Core Rulebook 452), whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type."
			]
		},
		{
			"name": "Energy Fusion",
			"source": "APG",
			"page": 140,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"concentrate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You fuse two spells together, combining their energy types.",
				"If the next action you use is to {@action Cast a Spell} that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell."
			]
		},
		{
			"name": "Energy Ward",
			"source": "APG",
			"page": 140,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"abjuration",
				"sorcerer"
			],
			"frequency": {
				"unit": "turn",
				"number": 1
			},
			"requirements": "Your most recent action was to cast a non-cantrip spell that dealt energy damage.",
			"entries": [
				"You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast."
			]
		},
		{
			"name": "Enforce Oath",
			"source": "APG",
			"page": 120,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"champion"
			],
			"prerequisites": "You've sworn to an oath against a specific type of creature.",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"entries": [
				"You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath. You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a \u20131 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath.",
				"You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are {@condition unconscious} or if the chosen creature goes {@condition unnoticed} by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action."
			]
		},
		{
			"name": "Enhanced Familiar",
			"source": "APG",
			"page": 102,
			"add_hash": "Witch",
			"level": 2,
			"traits": [
				"witch"
			],
			"prerequisites": "a familiar",
			"entries": [
				"You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two."
			],
			"special": [
				"Add the bonus familiar abilities you gain for being a witch to this amount."
			]
		},
		{
			"name": "Enigma's Knowledge",
			"source": "APG",
			"page": 114,
			"level": 12,
			"traits": [
				"bard"
			],
			"prerequisites": "{@feat Assured Knowledge|APG}",
			"entries": [
				"Your muse whispers knowledge to you at all the right times.",
				"You gain the benefits of the {@feat Automatic Knowledge} skill feat with any skill you can use to {@action Recall Knowledge}. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round."
			]
		},
		{
			"name": "Enlarge Companion",
			"source": "APG",
			"page": 132,
			"level": 8,
			"traits": [
				"ranger"
			],
			"prerequisites": "an animal companion, warden spells",
			"entries": [
				"You make your companion enormous. You gain the {@spell enlarge companion|APG} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Enthralling Allure",
			"source": "APG",
			"page": 33,
			"level": 5,
			"traits": [
				"dhampir"
			],
			"entries": [
				"The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast {@spell charm} as a 1st-level divine innate spell."
			]
		},
		{
			"name": "Entreat with Forebears",
			"source": "APG",
			"page": 139,
			"level": 2,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "a bloodline that corresponds with a creature trait",
			"entries": [
				"Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to {@skill Diplomacy}, {@skill Deception}, and {@skill Intimidation} checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to {@skill Perception} and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the {@trait aberration} trait. The GM is the final arbiter of which creatures match your bloodline."
			]
		},
		{
			"name": "Ephemeral Tracking",
			"source": "APG",
			"page": 132,
			"level": 6,
			"traits": [
				"ranger"
			],
			"prerequisites": "expert in {@skill Survival}, warden spells",
			"entries": [
				"You are able to track your quarry through impossible places.",
				"You gain the {@spell ephemeral tracking} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Esoteric Oath",
			"source": "APG",
			"page": 118,
			"level": 2,
			"traits": [
				"champion",
				"oath"
			],
			"prerequisites": "tenets of good",
			"entries": [
				"You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion. Add the following tenet to your champion's code, after the other tenets. \"You must slay evil aberrations you encounter as long as you have a reasonable chance of success.\" Your {@action Retributive Strike} gains a +4 circumstance bonus to damage against an evil aberration, or +6 if you have master proficiency with the weapon you used. The resistance you gain from {@action Glimpse of Redemption} against damage from an evil aberration is 7 + your level. If you use {@action Liberating Step} triggered by an evil aberration, your ally gains a +4 circumstance bonus to checks granted by your {@action Liberating Step}, and the ally can {@action Step} twice afterward.",
				"You don't consider evil aberrations to be legitimate authorities, even in nations they rule."
			],
			"leadsTo": [
				"Aura of Preservation|APG"
			]
		},
		{
			"name": "Eternal Wings",
			"source": "APG",
			"page": 36,
			"level": 17,
			"traits": [
				"aasimar"
			],
			"prerequisites": "{@feat Celestial Wings|APG}",
			"entries": [
				"Your wings are now a permanent part of your body. You gain the effects of Celestial Wings at all times, rather than just once per day for 10 minutes."
			]
		},
		{
			"name": "Evasiveness",
			"source": "APG",
			"page": 153,
			"level": 12,
			"featType": {
				"archetype": [
					"Swashbuckler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Swashbuckler Dedication|APG}, expert in Reflex saves",
			"entries": [
				"Your proficiency rank for Reflex saves increases to master."
			]
		},
		{
			"name": "Everyone's A Suspect",
			"source": "APG",
			"page": 65,
			"level": 20,
			"traits": [
				"investigator"
			],
			"entries": [
				"You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all\u2014even your own allies. After interacting with a creature for at least 1 minute, you automatically {@action Pursue a Lead|APG} with that creature as the subject. You can have any number of such leads at any given time, and when you {@action Pursue a Lead|APG} again, you don't give up any of these automatic subjects."
			]
		},
		{
			"name": "Exhort the Faithful",
			"source": "APG",
			"page": 205,
			"level": 2,
			"featType": {
				"skill": [
					"Religion"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Religion}, follower of a specific religion",
			"entries": [
				"Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you {@action Request} something of or {@action Coerce} members of your own faith, you can attempt a {@skill Religion} check instead of {@skill Diplomacy} or {@skill Intimidation}, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a {@action Request}, the target's attitude toward you doesn't worsen."
			]
		},
		{
			"name": "Expand Aura",
			"source": "APG",
			"page": 121,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"champion",
				"concentrate"
			],
			"prerequisites": "You have at least one aura from a champion feat or feature.",
			"entries": [
				"You focus your divine power to extend your influence. Select one aura you have from a champion feat or feature, such as {@feat Aura of Courage} or {@feat Aura of Life}. The radius of the aura is doubled until the start of your next turn."
			]
		},
		{
			"name": "Expanded Luck",
			"source": "APG",
			"page": 10,
			"level": 5,
			"traits": [
				"catfolk"
			],
			"prerequisites": "{@feat Cat's Luck|APG}",
			"entries": [
				"You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day."
			]
		},
		{
			"name": "Expert Backstabber",
			"source": "APG",
			"page": 158,
			"level": 4,
			"featType": {
				"archetype": [
					"Assassin"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Assassin Dedication|APG}",
			"entries": [
				"When you {@action Strike} a {@condition flat-footed} foe with a weapon that has the {@trait backstabber} weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2."
			]
		},
		{
			"name": "Expert Disassembly",
			"source": "APG",
			"page": 190,
			"level": 7,
			"featType": {
				"skill": [
					"Crafting"
				],
				"archetype": [
					"Scrounger"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "master in {@skill Crafting}, {@feat Scrounger Dedication|APG}",
			"entries": [
				"You can apply the same techniques you use to reverse engineer objects to disable them. You can use {@skill Crafting} instead of {@skill Thievery} to {@action Disable a Device} or {@action Pick a Lock}."
			]
		},
		{
			"name": "Expert Eldritch Archer Spellcasting",
			"source": "APG",
			"page": 173,
			"level": 12,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Eldritch Archer Spellcasting|APG}",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Eldritch Archer Spellcasting|APG"
			]
		},
		{
			"name": "Expert Herbalism",
			"source": "APG",
			"page": 176,
			"level": 6,
			"featType": {
				"archetype": [
					"Herbalist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Herbalist Dedication|APG}, expert in {@skill Nature}",
			"entries": [
				"Your advanced alchemy level for herbalism increases to your level \u2013 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level."
			]
		},
		{
			"name": "Expert Oracle Spellcasting",
			"source": "APG",
			"page": 152,
			"level": 12,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Oracle Spellcasting|APG}, master in {@skill Religion}",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Oracle Spellcasting|APG"
			]
		},
		{
			"name": "Expert Poisoner",
			"source": "APG",
			"page": 186,
			"level": 6,
			"featType": {
				"archetype": [
					"Poisoner"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Poisoner Dedication|APG}, expert in {@skill Crafting}",
			"entries": [
				"Your advanced alchemy level for poison increases to your level \u2013 3."
			]
		},
		{
			"name": "Expert Scroll Cache",
			"source": "APG",
			"page": 189,
			"level": 12,
			"featType": {
				"archetype": [
					"Scroll Trickster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Scroll Cache|APG}",
			"entries": [
				"Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell."
			],
			"leadsTo": [
				"Master Scroll Cache|APG"
			]
		},
		{
			"name": "Expert Witch Spellcasting",
			"source": "APG",
			"page": 154,
			"level": 12,
			"featType": {
				"archetype": [
					"Witch"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Witch Spellcasting|APG}, master in the skill associated with your patron's tradition",
			"entries": [
				"You gain the {@quickref expert spellcasting benefits|CRB|0|spellcasting archetypes}."
			],
			"leadsTo": [
				"Master Witch Spellcasting|APG"
			]
		},
		{
			"name": "Express Rider",
			"source": "APG",
			"page": 206,
			"level": 1,
			"featType": {
				"skill": [
					"Nature"
				]
			},
			"traits": [
				"exploration",
				"general",
				"move",
				"skill"
			],
			"prerequisites": "trained in {@skill Nature}",
			"entries": [
				"You know how to encourage your mount to cover ground quickly. When calculating your travel speed (Core Rulebook 479) for the day while mounted, you can attempt a {@skill Nature} check to {@action Command an Animal} to increase your mount's travel speed. The DC is determined by the GM, but is typically based on the mount's level or the difficulty of the environment, whichever is harder. On a success, increase your mount's travel speed by half. This has no effect on your mount's movement in encounters."
			]
		},
		{
			"name": "Extra Squishy",
			"source": "APG",
			"page": 45,
			"level": 1,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@ancestry goblin|crb|unbreakable goblin|unbreakable} heritage",
			"entries": [
				"Your rubbery physique makes it easier for you to wedge yourself into tight spaces and more difficult for your enemies to dislodge you. You become trained in {@skill Acrobatics}. If you would automatically become trained in {@skill Acrobatics} (from your background or class, for example), you instead become trained in a skill of your choice. If you roll a success to {@action Squeeze}, you get a critical success instead. While you're {@action Squeeze|CRB|Squeezing}, you gain a +4 circumstance bonus to your Fortitude or Reflex DCs against attempts to {@action Shove} you or otherwise move you from your space."
			]
		},
		{
			"name": "Eye for Numbers",
			"source": "APG",
			"page": 206,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"featType": {
				"skill": [
					"Society"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Society}",
			"entries": [
				"You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.",
				"In addition, when you attempt to {@action Decipher Writing} that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check."
			]
		},
		{
			"name": "Eye for Treasure",
			"source": "APG",
			"page": 42,
			"level": 1,
			"traits": [
				"dwarf"
			],
			"entries": [
				"You know good artisanship when you see it and can wax poetic about crafting techniques and forms.",
				"You become trained in {@skill Crafting} and gain a +1 circumstance bonus on all {@skill Crafting} checks made to {@action Recall Knowledge}.",
				"If you would automatically become trained in {@skill Crafting} (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the {@feat Crafter's Appraisal|APG} skill feat, enabling you to identify magic items using the {@skill Crafting} skill."
			]
		},
		{
			"name": "Eyes of Night",
			"source": "APG",
			"page": 33,
			"level": 1,
			"traits": [
				"dhampir"
			],
			"prerequisites": "low-light vision",
			"entries": [
				"You can see in the darkness as easily as a true vampire. You gain {@ability darkvision}."
			],
			"special": [
				"You can select this feat only at 1st level, and you can't retrain into or out of this feat."
			]
		},
		{
			"name": "Fabricated Connections",
			"source": "APG",
			"page": 167,
			"level": 7,
			"featType": {
				"archetype": [
					"Dandy"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Dandy Dedication|APG}; master in {@skill Deception}",
			"entries": [
				"You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll {@skill Deception} in place of a different skill when attempting to {@action Earn Income}, {@action Make an Impression}, {@action Request}, or {@action Subsist}. You can use Fabricated Connections to {@action Make an Impression} or {@action Request} once per day, and you can also use it once per week to {@action Earn Income} or {@action Subsist}."
			]
		},
		{
			"name": "Familiar Conduit",
			"source": "APG",
			"page": 174,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Familiar Master"
				]
			},
			"traits": [
				"archetype",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "{@feat Familiar Master Dedication|APG}, able to cast spells",
			"requirements": "You have line of effect to your familiar.",
			"entries": [
				"Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to {@action Cast a Spell} that has a range, the spell uses the familiar as its origin point."
			]
		},
		{
			"name": "Familiar Mascot",
			"source": "APG",
			"page": 174,
			"level": 4,
			"featType": {
				"archetype": [
					"Familiar Master"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Familiar Master Dedication|APG}",
			"entries": [
				"Your familiar is the heart and soul of your adventuring team.",
				"When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise."
			]
		},
		{
			"name": "Familiar Master Dedication",
			"source": "APG",
			"page": 174,
			"level": 2,
			"featType": {
				"archetype": [
					"Familiar Master"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a {@filter familiar|companionsfamiliars||Type=Familiar}. If you already have a familiar, you gain the {@feat Enhanced Familiar (Wizard)|CRB|Enhanced Familiar} feat."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the familiar master archetype."
			],
			"leadsTo": [
				"Familiar Conduit|APG",
				"Familiar Mascot|APG",
				"Improved Familiar (Familiar Master)|APG",
				"Mutable Familiar|APG",
				"Scion of Domora Dedication|GW2",
				"Guided Skill|GW2",
				"Spiritual Strike|GW2",
				"Spiritual Flurry|GW2",
				"Guardian's Embrace|GW2",
				"Invigorating Breath|GW2",
				"Spiritual Aid|GW2",
				"Spirit Guide Form|GW2"
			]
		},
		{
			"name": "Familiar's Eyes",
			"source": "APG",
			"page": 104,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"concentrate",
				"divination",
				"witch"
			],
			"prerequisites": "a familiar",
			"entries": [
				"You use your familiar's senses as easily as your own. You project your senses into your familiar. When you do, you lose all sensory information from your own body, but you can sense through your familiar's body until you {@action Dismiss} the effect.",
				"While projecting your senses in this way, you can converse telepathically with your familiar if it understands a language."
			],
			"special": [
				"This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal)."
			]
		},
		{
			"name": "Familiar's Language",
			"source": "APG",
			"page": 102,
			"level": 2,
			"traits": [
				"divination",
				"witch"
			],
			"prerequisites": "a familiar",
			"entries": [
				"You've learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others)",
				"This ability doesn't make them more {@condition friendly} than normal.",
				"If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language."
			],
			"special": [
				"This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal)."
			]
		},
		{
			"name": "Fancy Moves",
			"source": "APG",
			"page": 175,
			"level": 4,
			"featType": {
				"skill": [
					"Performance"
				],
				"archetype": [
					"Gladiator"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Gladiator Dedication|APG}, expert in {@skill Performance}",
			"entries": [
				"You show off your fighting style to discourage your foes.",
				"You can use {@skill Performance} to {@action Demoralize}."
			]
		},
		{
			"name": "Fangs",
			"source": "APG",
			"page": 33,
			"level": 1,
			"traits": [
				"dhampir"
			],
			"entries": [
				"Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals {@damage 1d6} piercing damage. Your fangs are in the {@group brawling} group and have the {@trait grapple} and {@trait unarmed} traits."
			]
		},
		{
			"name": "Far Throw",
			"source": "APG",
			"page": 135,
			"level": 6,
			"traits": [
				"rogue"
			],
			"entries": [
				"When you {@action Strike} with a thrown weapon, you take only a \u20131 penalty for each additional range increment between you and the target, rather than a \u20132 penalty."
			]
		},
		{
			"name": "Felicitous Riposte",
			"source": "APG",
			"page": 93,
			"level": 16,
			"traits": [
				"fortune",
				"swashbuckler"
			],
			"entries": [
				"You take advantage of your foe's openings with uncanny odds. When you make an {@action Opportune Riposte|APG}, roll twice on the attack roll and take the better result."
			]
		},
		{
			"name": "Ferocious Beasts",
			"source": "APG",
			"page": 19,
			"level": 13,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Beast Trainer|APG} or animal companion, {@feat Orc Ferocity}",
			"entries": [
				"Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. Animal companions or bonded animals you have gain the {@feat Orc Ferocity} feat, and they gain a reaction they can use only for {@feat Orc Ferocity}. If you have the {@feat Undying Ferocity|APG} ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the {@feat Orc Ferocity} reaction."
			]
		},
		{
			"name": "Fiend's Door",
			"source": "APG",
			"page": 41,
			"level": 13,
			"traits": [
				"tiefling"
			],
			"entries": [
				"Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast {@spell dimension door} as a 5th-level divine innate spell."
			]
		},
		{
			"name": "Fiendish Eyes",
			"source": "APG",
			"page": 39,
			"level": 1,
			"traits": [
				"tiefling"
			],
			"prerequisites": "low-light vision",
			"entries": [
				"You can see in the darkness as easily as a fiend. You gain {@ability darkvision}."
			],
			"special": [
				"You can select this feat only at 1st level, and you can't retrain into or out of this feat."
			]
		},
		{
			"name": "Fiendish Form",
			"source": "APG",
			"page": 121,
			"level": 18,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "tenets of evil",
			"entries": [
				"Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain {@ability darkvision} if you don't already have it, and you gain the {@trait fiend} trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil)."
			]
		},
		{
			"name": "Fiendish Lore",
			"source": "APG",
			"page": 39,
			"level": 1,
			"traits": [
				"tiefling"
			],
			"entries": [
				"You were raised by a tiefling or a fiendish relative, or you've devoted yourself to researching the secrets of the fiendish realms. You gain the trained proficiency rank in {@skill Intimidation} and {@skill Religion}. 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 a {@skill Lore} skill related to the fiendish plane from which you trace your lineage (usually {@skill Lore||Abaddon Lore}, {@skill Lore||Abyss Lore}, or {@skill Lore||Hell Lore})."
			]
		},
		{
			"name": "Fiendish Mount",
			"source": "APG",
			"page": 121,
			"level": 20,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "divine ally (steed), tenets of evil",
			"entries": [
				"Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity. It gains {@ability darkvision}, its maximum Hit Points increase by 40, and it gains weakness 10 to good damage.",
				"Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a fly Speed equal to its Speed. It gains the {@trait fiend} trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil)."
			]
		},
		{
			"name": "Fiendish Resistance",
			"source": "APG",
			"page": 40,
			"level": 5,
			"traits": [
				"tiefling"
			],
			"entries": [
				"Your connection to your fiendish forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.",
				"Though you can choose any of these, the damage type typically matches a fiend associated with your bloodline.",
				"For instance, a {@feat hellspawn|apg} might choose resistance to fire, or a {@feat pitborn|Apg} with a {@creature vrock|b1} ancestor might choose resistance to electricity."
			]
		},
		{
			"name": "Fiendish Strikes",
			"source": "APG",
			"page": 41,
			"level": 13,
			"traits": [
				"tiefling"
			],
			"entries": [
				"Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack. All your weapon and unarmed {@action Strike|CRB|Strikes} deal 1 additional evil damage and have the {@trait evil} and {@trait magical} traits."
			]
		},
		{
			"name": "Fiendish Wings",
			"source": "APG",
			"page": 41,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"divine",
				"morph",
				"tiefling",
				"transmutation"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings."
			],
			"leadsTo": [
				"Relentless Wings|APG"
			]
		},
		{
			"name": "Fiendish Word",
			"source": "APG",
			"page": 41,
			"level": 17,
			"traits": [
				"tiefling"
			],
			"entries": [
				"You can call forth a blasphemous word from the fiendish realms to punish your foes. Once per day, you can cast {@spell divine decree} as a 7th-level divine innate spell. You must choose evil for the spell, and you can {@action Cast a Spell||Cast the Spell} regardless of whether you have a deity or what their alignment is."
			]
		},
		{
			"name": "Finishing Follow-through",
			"source": "APG",
			"page": 89,
			"level": 2,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"Finishing a foe maintains your swagger. You gain panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets)."
			]
		},
		{
			"name": "Finishing Precision",
			"source": "APG",
			"page": 153,
			"level": 4,
			"featType": {
				"archetype": [
					"Swashbuckler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Swashbuckler Dedication|APG}",
			"entries": [
				"You've learned how to land daring blows when you have panache. You gain the {@classFeature precise strike|swashbuckler|apg|1} class feature but you deal 1 additional damage on a hit and {@dice 1d6} damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action.",
				"Basic Finisher {@as 1} ({@trait finisher|APG}, {@trait swashbuckler|APG}) You make a graceful, deadly attack. Make a {@action Strike}; if you hit and your weapon qualifies for precise strike, you deal the full {@dice 1d6} damage from precise strike."
			]
		},
		{
			"name": "First Revelation",
			"source": "APG",
			"page": 152,
			"level": 4,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Oracle Dedication|APG}",
			"entries": [
				"You gain your mystery's initial revelation spell. Casting this spell progresses your {@classFeature oracular curse|oracle|apg|1||curse}. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate {@trait curse} effect, you become {@condition flat-footed} in addition to the effects of the minor curse.",
				"If you don't have one, you gain a focus pool of 1 Focus Point.",
				"You can {@action Refocus} by reconciling the conflicting nature of your mystery, which also reduces your curse to minor."
			]
		},
		{
			"name": "Flamboyant Athlete",
			"source": "APG",
			"page": 89,
			"level": 4,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity. While you have panache, you gain the following benefits.",
				{
					"type": "list",
					"items": [
						"You gain climb and swim Speeds equal to half your land Speed.",
						"The DCs of your High Jumps and Long Jumps decrease by 10. This doesn't combine with other abilities that reduce those DCs.",
						"The distance you can move with a vertical {@action Leap} increases to 5 feet. Your distance for a horizontal {@action Leap} increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet."
					]
				}
			],
			"leadsTo": [
				"Flamboyant Leap|APG"
			]
		},
		{
			"name": "Flamboyant Leap",
			"source": "APG",
			"page": 92,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "master in {@skill Athletics}, {@feat Flamboyant Athlete|APG}",
			"requirements": "You are capable of using a finisher.",
			"entries": [
				"You stylishly leap and deliver a powerful finisher. Make a {@action Leap}, {@action High Jump}, or {@action Long Jump} and attempt one single-action finisher at any point during your jump; the finisher can't be one that includes other movement, such as {@feat Mobile Finisher}. Immediately after the finisher, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a {@action High Jump} or {@action Long Jump} during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed."
			]
		},
		{
			"name": "Fleeting Shadow",
			"source": "APG",
			"page": 188,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Scout"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Scout Dedication|APG}",
			"entries": [
				"You're able to quickly disappear and then move about stealthily. You {@action Hide}, then {@action Sneak} twice."
			]
		},
		{
			"name": "Flensing Slice",
			"source": "APG",
			"page": 170,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Dual-Weapon Warrior"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dual-Weapon Warrior Dedication|APG}",
			"requirements": "Your last action was a Double Slice, and both attacks hit the target.",
			"entries": [
				"When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes {@damage 1d8} {@condition persistent damage||persistent bleed damage} per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum {@dice 4d8} for a major striking weapon). The target becomes {@condition flat-footed}, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn."
			]
		},
		{
			"name": "Flexible Ritualist",
			"source": "APG",
			"page": 187,
			"level": 6,
			"featType": {
				"archetype": [
					"Ritualist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Ritualist Dedication|APG}",
			"entries": [
				"You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1.",
				"When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the {@ritual atone} ritual)."
			],
			"leadsTo": [
				"Assured Ritualist|APG"
			]
		},
		{
			"name": "Flexible Studies",
			"source": "APG",
			"page": 60,
			"level": 1,
			"traits": [
				"investigator"
			],
			"entries": [
				"You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks.",
				"During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat."
			]
		},
		{
			"name": "Flinging Blow",
			"source": "APG",
			"page": 130,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"monk"
			],
			"entries": [
				"You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling away. Make an unarmed {@action Strike}. If you hit, the target must succeed at a Fortitude save against your class DC or be pushed up to 10 feet directly away from you (or 20 feet, on a critical failure) and fall {@condition prone}. If another creature or physical object would prevent this movement, both your target and the blocking creature or object take {@damage 1d6} bludgeoning damage per 5 feet of movement that was prevented."
			]
		},
		{
			"name": "Flying Blade",
			"source": "APG",
			"page": 88,
			"level": 1,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "precise strike",
			"entries": [
				"You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged {@action Strike|CRB|Strikes} you make with a {@trait thrown} weapon within that weapon's first range increment. The thrown weapon must be an {@trait agile} or {@trait finesse} weapon. This also allows you to make a thrown weapon ranged {@action Strike} for {@action Confident Finisher|APG} and any other finisher that includes a {@action Strike} that can benefit from your precise strike."
			]
		},
		{
			"name": "Focused Fascination",
			"source": "APG",
			"page": 88,
			"level": 1,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "{@feat Fascinating Performance}",
			"entries": [
				"When you use {@feat Fascinating Performance} in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in {@skill Performance}, you could choose to target multiple creatures normally or target one creature and fascinate it on a success."
			]
		},
		{
			"name": "Focused Shot",
			"source": "APG",
			"page": 130,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"concentrate",
				"monk"
			],
			"prerequisites": "{@feat Monastic Archer Stance|APG}",
			"requirements": "You are in {@feat Monastic Archer Stance|APG}.",
			"entries": [
				"You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon {@action Strike} against a target within your weapon's first range increment. This {@action Strike} ignores the target's {@condition concealed} condition and all cover."
			]
		},
		{
			"name": "Folksy Patter",
			"source": "APG",
			"page": 46,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as \"Danger assassin flee\" or \"Meet me moonrise\"). Your intended listener can attempt a {@skill Perception} check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a {@skill Perception} check against your {@skill Deception} DC to discern your meaning. Any bonuses or penalties to {@skill Perception} checks to {@action Sense Motive} apply."
			]
		},
		{
			"name": "Follow-up Assault",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian",
				"rage"
			],
			"requirements": "You used your previous action to make a melee {@action Strike} that missed.",
			"entries": [
				"Even in the face of failure you press the attack, determined to succeed. Make a {@action Strike} with the same weapon, adding the effects of the {@trait backswing} and {@trait forceful} weapon traits."
			]
		},
		{
			"name": "Follow-up Strike",
			"source": "APG",
			"page": 182,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Martial Artist"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Martial Artist Dedication|APG}",
			"requirements": "Your last action was a missed {@action Strike} with a melee unarmed attack.",
			"entries": [
				"You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage.",
				"Make another {@action Strike} with a melee unarmed attack, using the same multiple attack penalty as for the missed {@action Strike}, if any."
			]
		},
		{
			"name": "Forcible Energy",
			"source": "APG",
			"page": 143,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"manipulate",
				"metamagic",
				"wizard"
			],
			"entries": [
				"You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to {@action Cast a Spell} that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose."
			]
		},
		{
			"name": "Forensic Acumen",
			"source": "APG",
			"page": 206,
			"level": 1,
			"featType": {
				"skill": [
					"Medicine"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Medicine}",
			"entries": [
				"You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under {@action Recall Knowledge} in the {@skill Medicine} skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to {@action Recall Knowledge} to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a {@skill Crafting} check to identify a poison or weapon that was used or an additional {@skill Medicine} check to identify a specific disease. If you prefer, you can instead attempt to {@action Recall Knowledge} about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.",
				"The circumstance bonus increases to +3 if you have master proficiency in {@skill Medicine} and +4 if you have legendary proficiency."
			]
		},
		{
			"name": "Foresee Danger",
			"source": "APG",
			"page": 64,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"traits": [
				"concentrate",
				"investigator"
			],
			"trigger": "A creature targets you with an attack and you can see the attacker.",
			"entries": [
				"You perceive every possible way your foe's attack could land and attempt to avoid them all. The triggering attack roll targets your {@skill Perception} DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being {@condition flat-footed}, even though you wouldn't take the \u20132 circumstance penalty when defending against the attack."
			]
		},
		{
			"name": "Forestall Curse",
			"source": "APG",
			"page": 80,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"concentrate",
				"metamagic",
				"oracle"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a {@trait revelation} spell, the severity of your curse doesn't increase."
			]
		},
		{
			"name": "Form Lock",
			"source": "APG",
			"page": 130,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"attack",
				"monk"
			],
			"requirements": "You have a foe {@condition grabbed} or {@condition restrained}.",
			"entries": [
				"Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms. Attempt an {@skill Athletics} check to counteract a {@trait polymorph} effect currently affecting your target. If the target is somehow under the effect of multiple {@trait polymorph} effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day."
			]
		},
		{
			"name": "Form of the Bat",
			"source": "APG",
			"page": 33,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 13,
			"traits": [
				"concentrate",
				"dhampir",
				"divine",
				"polymorph",
				"transmutation"
			],
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"entries": [
				"You can transform into a harmless bat. You gain the effects of a 4th-level {@spell pest form}, except you always transform into a bat."
			]
		},
		{
			"name": "Form of the Fiend",
			"source": "APG",
			"page": 40,
			"level": 1,
			"traits": [
				"tiefling"
			],
			"entries": [
				"Part of your body has an obvious, fiendish appearance. Your hands end in razor-sharp claws, you have hooves instead of feet, sharp teeth fill your mouth, or a whipping tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the {@group brawling} group and has the listed damage die and traits.",
				{
					"type": "pf2-options",
					"skipSort": true,
					"noColon": true,
					"items": [
						{
							"name": "Claw",
							"entries": [
								"{@damage 1d4} slashing ({@trait agile}, {@trait finesse}, {@trait unarmed}, {@trait versatile <piercing>})"
							]
						},
						{
							"name": "Hoof",
							"entries": [
								"{@damage 1d6} bludgeoning ({@trait finesse}, {@trait unarmed})"
							]
						},
						{
							"name": "Jaws",
							"entries": [
								"{@damage 1d6} piercing ({@trait finesse}, {@trait unarmed})"
							]
						},
						{
							"name": "Tail",
							"entries": [
								"{@damage 1d4} bludgeoning ({@trait agile}, {@trait finesse}, {@trait unarmed})"
							]
						}
					]
				}
			],
			"special": [
				"You can select this feat only at 1st level, and you can't retrain into or out of this feat, nor can you change the type of attack you gained."
			]
		},
		{
			"name": "Form Retention",
			"source": "APG",
			"page": 142,
			"level": 8,
			"traits": [
				"wizard"
			],
			"entries": [
				"You have trained your mind and body to tolerate {@trait polymorph} magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a {@filter polymorph spell that lasts 1 minute and grants a battle form|spells||duration=[2]|miscellaneous=Has Battle Form|effect=polymorph}, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared {@spell animal form} in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be {@action Dismiss|CRB|Dismissed}, that doesn't change."
			]
		},
		{
			"name": "Fresh Ingredients",
			"source": "APG",
			"page": 176,
			"level": 2,
			"featType": {
				"skill": [
					"Nature"
				],
				"archetype": [
					"Herbalist"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Herbalist Dedication|APG}, expert in {@skill Nature}",
			"entries": [
				"When using {@feat Natural Medicine} to {@action Treat Wounds}, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead."
			]
		},
		{
			"name": "Friendly Toss",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian",
				"manipulate",
				"rage"
			],
			"requirements": "You are adjacent to an ally and have one or more hands free.",
			"entries": [
				"You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee {@action Strike} against an enemy within their reach as a reaction."
			]
		},
		{
			"name": "Frightening Appearance",
			"source": "APG",
			"page": 197,
			"level": 12,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype",
				"vigilante"
			],
			"prerequisites": "expert in {@skill Intimidation}, {@feat Startling Appearance|APG}",
			"entries": [
				"Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to {@action Demoralize} each opponent within 10 feet to whom you were {@condition unnoticed} before your {@action Strike}."
			]
		},
		{
			"name": "Furious Vengeance",
			"source": "APG",
			"page": 111,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 16,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|fury instinct|fury}",
			"trigger": "An enemy within your melee reach critically hits you with a melee {@action Strike}.",
			"entries": [
				"Your enemy's blow fuels your rage and provokes your immediate retaliation. Make a melee {@action Strike} against the triggering enemy."
			]
		},
		{
			"name": "Ghost Hunter",
			"source": "APG",
			"page": 38,
			"level": 1,
			"traits": [
				"duskwalker"
			],
			"entries": [
				"Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack {@action Strike|CRB|Strikes} against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a {@item ghost touch} property rune."
			]
		},
		{
			"name": "Giant Snare",
			"source": "APG",
			"page": 194,
			"level": 10,
			"featType": {
				"archetype": [
					"Snarecrafter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Snarecrafter Dedication|APG}",
			"entries": [
				"You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares.",
				"When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area."
			]
		},
		{
			"name": "Gladiator Dedication",
			"source": "APG",
			"page": 175,
			"level": 2,
			"featType": {
				"archetype": [
					"Gladiator"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "{@feat Impressive Performance}",
			"entries": [
				"You know how to turn combat into a form of entertainment. You become trained in {@skill Lore||Gladiatorial Lore}; if already trained in {@skill Lore||Gladiatorial Lore}, you instead become trained in another {@skill Lore} skill of your choice.",
				"At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll {@skill Performance} for your initiative."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the gladiator archetype."
			],
			"leadsTo": [
				"Fancy Moves|APG",
				"Performative Weapons Training|APG",
				"Play To the Crowd|APG",
				"Call Your Shot|APG",
				"Stage Fighting|APG"
			]
		},
		{
			"name": "Glean Contents",
			"source": "APG",
			"page": 206,
			"level": 1,
			"featType": {
				"skill": [
					"Society"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Society}",
			"entries": [
				"You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt {@skill Society} checks to {@action Decipher Writing} on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to {@action Decipher Writing} gains the {@trait manipulate} trait.",
				"This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt {@skill Deception} or {@skill Stealth} checks to avoid being noticed."
			]
		},
		{
			"name": "Glean Lore",
			"source": "APG",
			"page": 78,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"divination",
				"divine",
				"oracle",
				"secret"
			],
			"entries": [
				"You tap into the collected lore of the divine, accessing a variety of potentially useful information. Attempt a {@skill Religion} check to understand the information you gain. The GM sets the DC (similar to the DC to {@action Recall Knowledge}), potentially adjusting the DC of the check for topics far removed from your mystery.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You comprehend the lore accurately or gain a useful clue from the divine about your situation.",
						"Success": "You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which.",
						"Failure": "You recall incorrect information or gain an erroneous or misleading clue.",
						"Critical Failure": "You recall two pieces of incorrect information or gain two erroneous or misleading clues."
					}
				}
			]
		},
		{
			"name": "Goading Feint",
			"source": "APG",
			"page": 88,
			"level": 1,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"When you trick a foe, you can goad them into overextending their next attack. On a {@action Feint}, you can use the following success and critical success effects instead of any other effects you would gain when you {@action Feint}; if you do, other abilities that adjust the normal effects of your {@action Feint} no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you {@action Feint} a given foe.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target takes a \u20132 circumstance penalty to all attack rolls against you before the end of its next turn.",
						"Success": "The target takes a \u20132 circumstance penalty to its next attack roll against you before the end of its next turn."
					}
				}
			]
		},
		{
			"name": "Gorilla Pound",
			"source": "APG",
			"page": 129,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"emotion",
				"flourish",
				"mental",
				"monk"
			],
			"prerequisites": "expert in {@skill Intimidation}, {@feat Gorilla Stance|APG}",
			"requirements": "You are in Gorilla Stance.",
			"entries": [
				"You pound your chest before slamming into your foes.",
				"Attempt an {@skill Intimidation} check to {@action Demoralize}, then make one gorilla slam {@action Strike} against the same target.",
				"If your {@action Strike} hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's {@condition frightened} condition."
			],
			"special": [
				"If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet."
			]
		},
		{
			"name": "Gorilla Stance",
			"source": "APG",
			"page": 128,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"entries": [
				"You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only {@action Strike|CRB|Strikes} you can make are gorilla slam unarmed attacks.",
				"These deal {@damage 1d8} bludgeoning damage; are in the {@group brawling} group; and have the {@trait backswing}, {@trait forceful}, {@trait grapple}, {@trait nonlethal}, and {@trait unarmed} traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to {@skill Athletics} checks to {@action Climb}, and if you roll a success on an {@skill Athletics} check to {@action Climb}, you get a critical success instead."
			],
			"leadsTo": [
				"Gorilla Pound|APG"
			]
		},
		{
			"name": "Gossip Lore",
			"source": "APG",
			"page": 167,
			"level": 4,
			"featType": {
				"archetype": [
					"Dandy"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dandy Dedication|APG}",
			"entries": [
				"Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in {@skill Lore||Gossip Lore}, a special {@skill Lore} skill that can be used only to {@action Recall Knowledge}, but on any topic. If you fail a check to {@action Recall Knowledge} with {@skill Lore||Gossip Lore}, you get the effects of the {@feat Dubious Knowledge} skill feat (Core Rulebook 260)",
				"If you have legendary proficiency in {@skill Society}, you gain expert proficiency in {@skill Lore||Gossip Lore}, but you can't increase your proficiency rank in {@skill Lore||Gossip Lore} by any other means."
			]
		},
		{
			"name": "Graceful Leaper",
			"source": "APG",
			"page": 155,
			"level": 7,
			"featType": {
				"skill": [
					"Acrobatics"
				],
				"archetype": [
					"Acrobat"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Acrobat Dedication|APG}, master in {@skill Acrobatics}",
			"entries": [
				"Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an {@skill Acrobatics} check instead of an {@skill Athletics} check when making a {@action High Jump} or {@action Long Jump}."
			]
		},
		{
			"name": "Gravesight",
			"source": "APG",
			"page": 38,
			"level": 1,
			"traits": [
				"duskwalker"
			],
			"prerequisites": "low-light vision",
			"entries": [
				"You can see in the darkness as easily as a psychopomp. You gain {@ability darkvision}."
			],
			"special": [
				"You can select this feat only at 1st level, and you can't retrain into or out of this feat."
			]
		},
		{
			"name": "Gravity Weapon",
			"source": "APG",
			"page": 132,
			"level": 1,
			"traits": [
				"ranger"
			],
			"entries": [
				"Your expertise with your weapons and commitment to taking out your targets lends you magical power. You gain the {@spell gravity weapon|APG} warden spell and a focus pool of 1 Focus Point."
			]
		},
		{
			"name": "Great Tengu Form",
			"source": "APG",
			"page": 27,
			"level": 17,
			"traits": [
				"tengu"
			],
			"prerequisites": "{@feat Long-Nosed Form|APG}",
			"entries": [
				"You take on the imposing form of a large, winged oni. Once per day, as part of using {@feat Long-Nosed Form|APG}, you also gain the benefits of 4th-level {@spell enlarge} and fly. This lasts for 5 minutes or until you shift out of your {@feat Long-Nosed Form|APG}, whichever happens first."
			]
		},
		{
			"name": "Greater Cruelty",
			"source": "APG",
			"page": 120,
			"level": 8,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "{@feat Cruelty|APG}",
			"entries": [
				"The extent of the corruption within you does more than simply sap your foes' strength, it devastates their minds and reflexes. When you use Cruelty, choose whether you want to make the creature {@condition enfeebled} as normal, to make it {@condition clumsy 1} on a failed save ({@condition clumsy 2} on a critical failure), or to make it {@condition stupefied 1} on a failed save ({@condition stupefied 2} on a critical failure)."
			]
		},
		{
			"name": "Greater Interpose",
			"source": "APG",
			"page": 121,
			"level": 14,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Sacrifice Armor|APG}",
			"entries": [
				"Your divine grace empowers you to avoid hits when you otherwise could not. You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save.",
				"When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead."
			]
		},
		{
			"name": "Greater Lesson",
			"source": "APG",
			"page": 102,
			"level": 6,
			"traits": [
				"witch"
			],
			"entries": [
				"Your patron grants you greater knowledge. Choose a {@filter greater or basic lesson|optionalfeatures||Feature Type=Basic Lesson;Greater Lesson}. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Greater Magical Edification",
			"source": "APG",
			"page": 179,
			"level": 10,
			"featType": {
				"archetype": [
					"Loremaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Magical Edification|APG}",
			"entries": [
				"You've continued to expand your compendium of tools to compile knowledge. You can cast {@spell comprehend language}, {@spell mindlink}, and {@spell secret page} as innate occult spells, each once per day. When you cast {@spell secret page}, it is automatically heightened to the same spell level as your cantrips from {@feat Magical Edification|APG}."
			]
		},
		{
			"name": "Greater Magical Scholastics",
			"source": "APG",
			"page": 156,
			"level": 10,
			"featType": {
				"archetype": [
					"Archaeologist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Archaeologist Dedication|APG}, {@feat Magical Scholastics|APG}",
			"entries": [
				"You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast {@spell augury}, {@spell locate}, and {@spell nondetection} as occult innate spells, each once per day. You can cast this {@spell nondetection} spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics."
			]
		},
		{
			"name": "Greater Physical Evolution",
			"source": "APG",
			"page": 141,
			"level": 12,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Arcane Evolution} or {@feat Primal Evolution}",
			"entries": [
				"You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's level as if it were a signature spell in your repertoire.",
				"If you have Arcane Evolution, you can also choose from any battle form spell in your spellbook. If you have Primal Evolution, you can {@action Cast a Spell} listed in that feat using the extra spell slot the feat grants (instead of a sorcerer spell slot)."
			]
		},
		{
			"name": "Greater Revelation",
			"source": "APG",
			"page": 80,
			"level": 12,
			"traits": [
				"oracle"
			],
			"prerequisites": "initial revelation spell",
			"entries": [
				"You learn a greater revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1."
			],
			"leadsTo": [
				"Paradoxical Mystery|APG"
			]
		},
		{
			"name": "Greater Spiritual Evolution",
			"source": "APG",
			"page": 141,
			"level": 12,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "{@feat Divine Evolution} or {@feat Occult Evolution}",
			"entries": [
				"Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane. Your spells have the effects of a {@item ghost touch} property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the {@plane Ethereal Plane}, though this doesn't grant you any particular ability to locate them."
			]
		},
		{
			"name": "Grievous Blow",
			"source": "APG",
			"page": 182,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Martial Artist"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Martial Artist Dedication|APG}",
			"entries": [
				"You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee {@action Strike}.",
				"This counts as two attacks when calculating your multiple attack penalty. If this {@action Strike} hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice.",
				"This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level."
			]
		},
		{
			"name": "Grimspawn",
			"source": "APG",
			"page": 40,
			"level": 1,
			"traits": [
				"lineage",
				"tiefling"
			],
			"entries": [
				"Your lineage traces back to a {@trait daemon}, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the {@feat Diehard} feat."
			],
			"leadsTo": [
				"Daemon Magic|APG"
			]
		},
		{
			"name": "Group Aid",
			"source": "APG",
			"page": 47,
			"level": 9,
			"traits": [
				"human"
			],
			"entries": [
				"Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you {@action Aid} an ally at a skill check that doesn't have the {@trait attack} trait, you can also {@action Aid} any other ally who attempts the same skill check for the same purpose that round.",
				"You do so as a free action rather than a reaction.",
				"The preparation you did to help must still apply to the other allies, and you can {@action Aid} each ally only once. For example, if you helped lift up an ally to {@action Aid} them on an {@skill Athletics} check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round."
			]
		},
		{
			"name": "Grovel",
			"source": "APG",
			"page": 14,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"kobold",
				"mental"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"With obsequious words and begging gestures, you convince your foe you're less of a threat. You attempt to {@action Feint} against a creature. Unlike a normal {@action Feint}, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its {@skill Perception} DC."
			]
		},
		{
			"name": "Gruesome Strike",
			"source": "APG",
			"page": 120,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "tenets of evil, champion's reaction that grants extra damage with your {@action Strike|CRB|Strikes}",
			"requirements": "Your {@action Strike|CRB|Strikes} currently deal extra damage from your champion's reaction.",
			"entries": [
				"Make a {@action Strike} against the creature that triggered your champion's reaction. If you hit, the target takes double the extra damage from your reaction and must succeed at a Fortitude save against your class DC or be {@condition drained 1}.",
				"Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours."
			]
		},
		{
			"name": "Guardian's Deflection",
			"source": "APG",
			"page": 89,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"traits": [
				"swashbuckler"
			],
			"trigger": "An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.",
			"requirements": "You are wielding a single one-handed melee weapon and have your other hand or hands free.",
			"entries": [
				"You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss."
			]
		},
		{
			"name": "Hag Claws",
			"source": "APG",
			"page": 31,
			"level": 1,
			"traits": [
				"changeling"
			],
			"entries": [
				"When you came of age, your fingernails grew long and sharp.",
				"You gain a claw unarmed attack that deals {@damage 1d4} slashing damage. Your claws are in the {@group brawling} group and have the agile, {@trait finesse}, and {@trait unarmed} traits."
			],
			"special": [
				"Hag claws can develop at any point in a changeling's life, allowing you to select this feat anytime you would gain an ancestry feat, but once you've selected it, you can't retrain out of it."
			]
		},
		{
			"name": "Hag Magic",
			"source": "APG",
			"page": 31,
			"level": 13,
			"traits": [
				"changeling"
			],
			"entries": [
				"Through your heritage, you can replicate some of a hag's magic.",
				"Choose one common spell of 4th level or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother's type. You can cast this spell once per day as a 4th-level occult innate spell.",
				"Spells available to all covens are {@spell augury}, {@spell charm}, {@spell clairaudience}, {@spell clairvoyance}, {@spell dream message}, and {@spell illusory disguise}. The eligible spells granted by the most prominent types of hag are: Sea Hag {@spell acid arrow}, {@spell water walk}; Green Hag {@spell entangle}, {@spell outcast's curse}, {@spell wall of thorns}; Annis Hag {@spell earthbind}; Night Hag {@spell nightmare}."
			]
		},
		{
			"name": "Hag's Sight",
			"source": "APG",
			"page": 31,
			"level": 1,
			"traits": [
				"changeling"
			],
			"entries": [
				"You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain {@ability darkvision}."
			]
		},
		{
			"name": "Halo",
			"source": "APG",
			"page": 35,
			"level": 1,
			"traits": [
				"aasimar"
			],
			"entries": [
				"You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine {@spell light} cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the {@trait concentrate} trait."
			],
			"leadsTo": [
				"Healer's Halo|LOAG"
			]
		},
		{
			"name": "Hammer Quake",
			"source": "APG",
			"page": 183,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 14,
			"featType": {
				"archetype": [
					"Mauler"
				]
			},
			"traits": [
				"archetype",
				"flourish",
				"open"
			],
			"prerequisites": "{@feat Mauler Dedication|APG}",
			"requirements": "You're wielding a non-{@trait finesse} melee weapon in two hands.",
			"entries": [
				"You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, {@action Strike} that foe with the required weapon.",
				"Then attempt to {@action Trip} every foe in the chosen square plus each square adjacent to that square, ignoring {@action Trip}'s requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the {@action Strike}, if any, and all the {@action Trip} attempts."
			]
		},
		{
			"name": "Hardy Traveler",
			"source": "APG",
			"page": 47,
			"level": 9,
			"traits": [
				"human"
			],
			"entries": [
				"There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and {@condition encumbered} Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel."
			]
		},
		{
			"name": "Head Stomp",
			"source": "APG",
			"page": 135,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"rogue"
			],
			"entries": [
				"Make an unarmed melee attack against a {@condition prone} target. On a hit, the target becomes {@condition flat-footed} to all attacks until the end of your next turn."
			]
		},
		{
			"name": "Heal Animal",
			"source": "APG",
			"page": 160,
			"level": 4,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Beastmaster Dedication|APG}",
			"entries": [
				"You can heal your animal companion's wounds. You can cast {@spell heal animal} as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Heal Companion",
			"source": "APG",
			"page": 132,
			"level": 1,
			"traits": [
				"ranger"
			],
			"prerequisites": "an animal companion",
			"entries": [
				"You have a deep devotion to your animal companion that enables you to magically heal their wounds. You gain the {@spell heal companion|apg} warden spell and a focus pool of 1 Focus Point."
			]
		},
		{
			"name": "Healing Bomb",
			"source": "APG",
			"page": 107,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"traits": [
				"additive <2>",
				"alchemist"
			],
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "You craft an {@item elixir of life (generic)||elixir of life} using {@action Quick Alchemy}, and that elixir is at least 2 levels lower than your advanced alchemy level.",
			"entries": [
				"By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the {@trait bomb} trait.",
				"If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your {@action Strike} with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute."
			]
		},
		{
			"name": "Hellspawn",
			"source": "APG",
			"page": 40,
			"level": 1,
			"traits": [
				"lineage",
				"tiefling"
			],
			"entries": [
				"Your lineage descends from {@trait devil||devils}, the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in {@skill Deception} and {@skill Lore||Legal Lore}. If you were already trained in {@skill Deception} (from your background or class, for example), you instead become trained in a skill of your choice.",
				"You also gain the {@feat Lie to Me} skill feat."
			],
			"leadsTo": [
				"Devil Magic|APG"
			]
		},
		{
			"name": "Herbalist Dedication",
			"source": "APG",
			"page": 176,
			"level": 2,
			"featType": {
				"archetype": [
					"Herbalist"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Nature}, {@feat Natural Medicine}",
			"entries": [
				"You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the {@trait healing} trait, plus {@item antidote (generic)||antidote} and {@item antiplague (generic)||antiplague}. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.",
				"You become an expert in {@skill Nature} and can use {@skill Nature} instead of {@skill Crafting} to {@action Craft} herbal items. You don't need to be trained in {@skill Crafting} or have the {@feat Alchemical Crafting} feat to do so, and you can use {@item healer's tools} instead of alchemist's tools."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the herbalist archetype."
			],
			"leadsTo": [
				"Endemic Herbs|APG",
				"Expert Herbalism|APG",
				"Fresh Ingredients|APG",
				"Poultice Preparation|APG",
				"Gravelands Herbalist|LOKL"
			]
		},
		{
			"name": "Heroic Presence",
			"source": "APG",
			"page": 47,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 17,
			"traits": [
				"emotion",
				"human",
				"mental"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level {@spell zealous conviction}, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the {@trait auditory} trait or {@trait visual} trait, depending on how you inspire your allies."
			]
		},
		{
			"name": "Hex Focus",
			"source": "APG",
			"page": 104,
			"level": 12,
			"traits": [
				"witch"
			],
			"entries": [
				"Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			],
			"leadsTo": [
				"Hex Wellspring|APG"
			]
		},
		{
			"name": "Hex Master",
			"source": "APG",
			"page": 105,
			"level": 20,
			"traits": [
				"witch"
			],
			"entries": [
				"You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast {@spell cackle|APG} to sustain a hex, you gain the effects of {@action Sustain a Spell} for all your active hexes that have a duration of sustained."
			]
		},
		{
			"name": "Hex Wellspring",
			"source": "APG",
			"page": 105,
			"level": 18,
			"traits": [
				"witch"
			],
			"prerequisites": "{@feat Hex Focus|APG}",
			"entries": [
				"Focus flows from your patron each time you commune with your familiar. You can recover 3 Focus Points when you {@action Refocus} instead of 1 if you have spent at least 3 Focus Points since the last time you {@action Refocus||Refocused}."
			]
		},
		{
			"name": "Hidden Magic",
			"source": "APG",
			"page": 196,
			"level": 4,
			"featType": {
				"skill": [
					"Arcana",
					"Nature",
					"Occultism",
					"Religion"
				],
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "expert in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}; {@feat Vigilante Dedication|apg}",
			"entries": [
				"You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations.",
				"A spellcaster using {@spell detect magic} or {@spell read aura} must succeed at a {@skill Perception} check against your {@skill Deception} DC to see through your obfuscations."
			]
		},
		{
			"name": "High-quality Scrounger",
			"source": "APG",
			"page": 190,
			"level": 6,
			"featType": {
				"archetype": [
					"Scrounger"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Scrounger Dedication|APG}",
			"entries": [
				"When you {@action Craft} a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead {@action Craft} it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it."
			]
		},
		{
			"name": "Hireling Manager",
			"source": "APG",
			"page": 206,
			"level": 3,
			"traits": [
				"general"
			],
			"prerequisites": "Charisma 14",
			"entries": [
				"You are able to find and secure better labor than most.",
				"When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided."
			]
		},
		{
			"name": "Hold Mark",
			"source": "APG",
			"page": 18,
			"level": 5,
			"traits": [
				"orc"
			],
			"entries": [
				"You bear scars or tattoos enhanced by the mark of your community's prowess. When you select this feat, choose one of the options on the following page. When you critically hit using a weapon of the listed group, you apply the weapon's critical specialization effect. You gain a large brand or tattoo.",
				{
					"type": "list",
					"items": [
						"{@b Axe} axe or pick",
						"{@b Shield} hammer or shield",
						"{@b Torch} bomb or knife"
					]
				}
			]
		},
		{
			"name": "Holistic Care",
			"source": "APG",
			"page": 184,
			"level": 6,
			"featType": {
				"skill": [
					"Diplomacy"
				],
				"archetype": [
					"Medic"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "trained in {@skill Diplomacy}, {@feat Treat Condition|APG}",
			"entries": [
				"You provide emotional and spiritual care.",
				"Add {@condition frightened}, {@condition stupefied}, and {@condition stunned} to the list of conditions you can reduce with {@action Treat Condition}. If the {@condition stunned} condition has a duration instead of a value, you can't use Treat Condition to reduce it."
			]
		},
		{
			"name": "Homeward Bound",
			"source": "APG",
			"page": 44,
			"level": 17,
			"traits": [
				"uncommon",
				"gnome"
			],
			"frequency": {
				"number": 2,
				"unit": "week"
			},
			"entries": [
				"The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Material Plane and the First World. You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Material Plane. Due to your body's natural resonance, you can act as the spell focus, and you don't require a tuning fork."
			]
		},
		{
			"name": "Horizon Walker Dedication",
			"source": "APG",
			"page": 177,
			"level": 2,
			"featType": {
				"archetype": [
					"Horizon Walker"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Survival}",
			"entries": [
				"You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat (Core Rulebook 171). When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures {@action Follow the Expert} with you as a guide in your favored terrain, they gain both the ability to ignore non-magical {@quickref difficult terrain||3|terrain} for the purpose of their travel Speed and the bonus to travel Speed."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the horizon walker archetype."
			],
			"leadsTo": [
				"Acclimatization|APG",
				"Magical Adaptation|APG",
				"Perpetual Scout|APG",
				"Sure Foot|APG",
				"Wild Strider|APG"
			]
		},
		{
			"name": "Hunter's Luck",
			"source": "APG",
			"page": 132,
			"level": 4,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden spells",
			"entries": [
				"Your recollection of monsters is magically enhanced by luck. You gain the {@spell hunter's luck|apg} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Hunter's Vision",
			"source": "APG",
			"page": 132,
			"level": 10,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden spells",
			"entries": [
				"You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses. You gain the {@spell hunter's vision|APG} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Hurling Charge",
			"source": "APG",
			"page": 198,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Viking"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Viking Dedication|APG}",
			"entries": [
				"You make a ranged {@action Strike} with a thrown weapon you already have in your hand, {@action Stride}, and then {@action Interact} to draw another weapon. If you are {@action Rage|CRB|raging}, you can add the additional damage with melee weapons you receive from {@action Rage|CRB|raging} to your damage with the thrown weapon."
			]
		},
		{
			"name": "Hymn of Healing",
			"source": "APG",
			"page": 112,
			"level": 1,
			"traits": [
				"bard"
			],
			"entries": [
				"You learn the {@spell hymn of healing|APG} composition spell, which imbues your music with rich melodies that help your allies recover from harm."
			]
		},
		{
			"name": "Impaling Finisher",
			"source": "APG",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"entries": [
				"You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee {@action Strike} and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty."
			]
		},
		{
			"name": "Impaling Thrust",
			"source": "APG",
			"page": 111,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"barbarian",
				"rage"
			],
			"requirements": "You are wielding a melee weapon that deals piercing damage.",
			"entries": [
				"You impale your enemy and hold them in place with your weapon. Make a melee {@action Strike} with the required weapon. If the {@action Strike} hits and deals damage, your target is {@condition grabbed} until they successfully {@action Escape}, you attack with the required weapon, or you {@action Release} the required weapon, whichever comes first. When the target is no longer {@condition grabbed}, they take {@condition persistent damage||persistent bleed damage} equal to the number of weapon damage dice."
			]
		},
		{
			"name": "Implausible Purchase",
			"source": "APG",
			"page": 65,
			"add_hash": "Investigator",
			"level": 16,
			"traits": [
				"investigator"
			],
			"prerequisites": "{@feat Predictive Purchase|APG}",
			"entries": [
				"It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use {@feat Prescient Planner|APG} even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you {@action Interact} to draw the item. In addition, five times per day, you can use {@feat Prescient Planner|APG} to pull out a common consumable item up to 6 levels lower than your level."
			]
		},
		{
			"name": "Implausible Purchase",
			"source": "APG",
			"page": 137,
			"add_hash": "Rogue",
			"level": 18,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@feat Predictive Purchase|APG}",
			"entries": [
				"Even when impossible, you always have exactly what you need. You can use {@feat Prescient Planner|APG} even if you have already used it after purchasing goods, and you can {@action Interact} to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use {@feat Prescient Planner|APG} to pull out a common consumable item up to 6 levels lower than your level."
			]
		},
		{
			"name": "Impossible Riposte",
			"source": "APG",
			"page": 93,
			"level": 14,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "{@action Opportune Riposte|APG}",
			"entries": [
				"Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of \"A foe outside of your reach critically fails an attack roll against you\" in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your {@action Strike} deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your {@action Strike}, but the damage type changes to that of the triggering attack.",
				"For instance, if you used Opportune Riposte to deflect a ray of frost, your {@action Strike} would deal cold damage instead of its normal damage type."
			]
		},
		{
			"name": "Impossible Snares",
			"source": "APG",
			"page": 133,
			"level": 20,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Ubiquitous Snares}",
			"entries": [
				"You can create endless shorter-lived snares, protecting your lair or using them against foes. Once per minute, you can {@action Craft} one of the snares you've prepared for quick deployment without expending the prepared snare. Once deployed, such a snare lasts for 10 minutes before losing its effectiveness."
			]
		},
		{
			"name": "Impressive Landing",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"barbarian"
			],
			"trigger": "You fall at least 10 feet and land on a solid surface.",
			"entries": [
				"You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become {@quickref difficult terrain||3|terrain}, and creatures in those spaces when you land take 5 bludgeoning damage as the debris hits them and are {@condition flat-footed} until the start of their next turn."
			]
		},
		{
			"name": "Impressive Mount",
			"source": "APG",
			"page": 164,
			"level": 4,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"entries": [
				"You've trained your mount to become a powerful force on the battlefield. The mount you gained through the {@feat Cavalier Dedication|apg} feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the {@action Command an Animal} action, your animal companion can still use 1 action on your turn to {@action Stride} or {@action Strike}."
			],
			"leadsTo": [
				"Incredible Mount|APG",
				"Specialized Mount|APG"
			]
		},
		{
			"name": "Improved Familiar",
			"source": "APG",
			"page": 102,
			"add_hash": "Witch",
			"level": 4,
			"traits": [
				"witch"
			],
			"entries": [
				"You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal."
			]
		},
		{
			"name": "Improved Familiar",
			"source": "APG",
			"page": 174,
			"add_hash": "Familiar Master",
			"level": 6,
			"featType": {
				"archetype": [
					"Familiar Master"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Familiar Master Dedication|APG}",
			"entries": [
				"You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal."
			]
		},
		{
			"name": "Improvise Tool",
			"source": "APG",
			"page": 206,
			"level": 1,
			"featType": {
				"skill": [
					"Crafting"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to {@action Repair} damaged items without a repair kit.",
				"If you have the raw materials available, you can {@action Craft} a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book."
			]
		},
		{
			"name": "Improvised Critical",
			"source": "APG",
			"page": 199,
			"level": 8,
			"featType": {
				"archetype": [
					"Weapon Improviser"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Weapon Improviser Dedication|APG}",
			"entries": [
				"You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is."
			]
		},
		{
			"name": "Improvised Pummel",
			"source": "APG",
			"page": 199,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Weapon Improviser"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Weapon Improviser Dedication|APG}",
			"requirements": "You are wielding an improvised weapon.",
			"entries": [
				"You make a {@action Strike} with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the {@action Strike} deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit.",
				"At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the {@action Strike} deals three weapon damage dice if it would have dealt fewer, instead of two."
			],
			"leadsTo": [
				"Shattering Strike|APG"
			]
		},
		{
			"name": "Improvised Repair",
			"source": "APG",
			"page": 206,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 3,
			"traits": [
				"general"
			],
			"entries": [
				"You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a {@condition broken} non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer {@condition broken}, it is also no longer shoddy."
			]
		},
		{
			"name": "Incredible Beastmaster Companion",
			"source": "APG",
			"page": 160,
			"level": 8,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Mature Beastmaster Companion|APG}",
			"entries": [
				"Your mature animal companions continue to grow and develop.",
				"They each become {@companionAbility nimble} or {@companionAbility savage} animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion."
			],
			"leadsTo": [
				"Specialized Beastmaster Companion|APG"
			]
		},
		{
			"name": "Incredible Familiar",
			"source": "APG",
			"page": 103,
			"add_hash": "Witch",
			"level": 8,
			"traits": [
				"witch"
			],
			"prerequisites": "{@feat Enhanced Familiar|APG}",
			"entries": [
				"Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four."
			],
			"special": [
				"Add the bonus familiar abilities you gain for being a witch to this amount."
			]
		},
		{
			"name": "Incredible Familiar",
			"source": "APG",
			"page": 174,
			"add_hash": "Familiar Master",
			"level": 10,
			"featType": {
				"archetype": [
					"Familiar Master"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Enhanced Familiar|APG}",
			"entries": [
				"Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four."
			]
		},
		{
			"name": "Incredible Luck",
			"source": "APG",
			"page": 93,
			"level": 18,
			"traits": [
				"fortune",
				"swashbuckler"
			],
			"prerequisites": "{@feat Charmed Life|APG}",
			"entries": [
				"You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result."
			]
		},
		{
			"name": "Incredible Mount",
			"source": "APG",
			"page": 165,
			"level": 8,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Impressive Mount|APG}",
			"entries": [
				"Under your care and training, your mount has realized its innate potential. The mount you gained through the {@feat Cavalier Dedication|apg} feat becomes a {@companionAbility nimble} or {@companionAbility savage} animal companion (your choice), gaining additional capabilities determined by the type of companion."
			],
			"leadsTo": [
				"Specialized Mount|APG"
			]
		},
		{
			"name": "Incredible Scout",
			"source": "APG",
			"page": 206,
			"level": 11,
			"traits": [
				"general"
			],
			"prerequisites": "master in {@skill Perception}",
			"entries": [
				"When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the {@action Scout} exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus."
			]
		},
		{
			"name": "Inexhaustible Countermoves",
			"source": "APG",
			"page": 93,
			"level": 20,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"You can react whenever a foe leaves a gap in their defenses. At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an {@action Opportune Riposte|APG}, or an {@action Attack of Opportunity (Swashbuckler)|APG|Attack of Opportunity} if you have that reaction."
			]
		},
		{
			"name": "Influence Nature",
			"source": "APG",
			"page": 207,
			"level": 7,
			"featType": {
				"skill": [
					"Nature"
				]
			},
			"traits": [
				"downtime",
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Nature}",
			"entries": [
				"With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in {@skill Nature}, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes."
			]
		},
		{
			"name": "Inner Strength",
			"source": "APG",
			"page": 109,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"barbarian",
				"concentrate",
				"rage"
			],
			"entries": [
				"Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your {@condition enfeebled} condition's value by 1."
			]
		},
		{
			"name": "Inoculation",
			"source": "APG",
			"page": 207,
			"level": 1,
			"featType": {
				"skill": [
					"Medicine"
				]
			},
			"traits": [
				"general",
				"healing",
				"skill"
			],
			"prerequisites": "trained in {@skill Medicine}",
			"entries": [
				"You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully {@action Treat Disease||Treat a Disease} on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week."
			]
		},
		{
			"name": "Inspired Stratagem",
			"source": "APG",
			"page": 136,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"fortune",
				"linguistic",
				"rogue"
			],
			"trigger": "One of the required allies is about to attempt an attack roll or skill check.",
			"requirements": "You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies.",
			"entries": [
				"You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations."
			]
		},
		{
			"name": "Inspiring Marshal Stance",
			"source": "APG",
			"page": 180,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"open",
				"stance"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}, trained in {@skill Diplomacy}",
			"entries": [
				"You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a {@skill Diplomacy} check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against {@trait mental} effects.",
						"Success": "As critical success, but your aura's size doesn't increase.",
						"Failure": "You fail to enter the stance.",
						"Critical Failure": "You fail to enter the stance and can't take this action again for 1 minute."
					}
				}
			]
		},
		{
			"name": "Instinctive Obfuscation",
			"source": "APG",
			"page": 44,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 13,
			"traits": [
				"gnome",
				"illusion",
				"visual"
			],
			"prerequisites": "at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You are attacked by a foe.",
			"entries": [
				"The magic within you manifests as a natural reaction to threats. You gain the effects of {@spell mirror image} but with two images instead of three. The tradition of this action matches the tradition of your gnome ancestry options."
			]
		},
		{
			"name": "Instinctive Strike",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"barbarian",
				"manipulate",
				"rage"
			],
			"prerequisites": "{@feat Acute Scent} or precise or imprecise {@ability scent}",
			"entries": [
				"You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent's location. Make a melee {@action Strike} against an opponent that isn't hiding its scent with an effect like negate aroma. This attack ignores any flat check required due to the target being {@condition concealed} or {@condition hidden}."
			]
		},
		{
			"name": "Instrument of Slaughter",
			"source": "APG",
			"page": 121,
			"level": 16,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "divine ally (blade), tenets of evil",
			"entries": [
				"Your blade ally thirsts for the blood of your foes. Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes {@condition persistent damage||persistent bleed damage} equal to two of the weapon's damage dice."
			]
		},
		{
			"name": "Investigator Dedication",
			"source": "APG",
			"page": 151,
			"level": 2,
			"featType": {
				"archetype": [
					"Investigator"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Intelligence 14",
			"entries": [
				"You gain the {@classFeature on the case|investigator|apg|1} class feature, which grants you both the {@action Pursue a Lead|APG} activity and {@action Clue In|APG} reaction. You become trained in {@skill Society} and another skill of your choice. If you were already trained in {@skill Society}, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the investigator archetype."
			],
			"leadsTo": [
				"Basic Deduction|APG",
				"Advanced Deduction|APG",
				"Investigator's Stratagem|APG",
				"Keen Recollection|APG",
				"Master Spotter|APG",
				"Skill Mastery|APG"
			]
		},
		{
			"name": "Investigator's Stratagem",
			"source": "APG",
			"page": 151,
			"level": 4,
			"featType": {
				"archetype": [
					"Investigator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Investigator Dedication|APG}",
			"entries": [
				"You play out battles in your head, allowing you to strike when the time is right. You gain the {@action Devise a Stratagem|APG} action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand {@action Devise a Stratagem|APG}, such as the {@feat Athletic Strategist|APG} feat."
			]
		},
		{
			"name": "Invigorating Mercy",
			"source": "APG",
			"page": 119,
			"level": 6,
			"traits": [
				"champion"
			],
			"prerequisites": "{@feat Mercy}",
			"entries": [
				"Your divine touch rejuvenates the weak and tired. When you use Mercy, you can instead attempt a {@quickref counteract|CRB|3|counteracting} check to remove the {@condition clumsy} or {@condition enfeebled} conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn."
			]
		},
		{
			"name": "Iron Fists",
			"source": "APG",
			"page": 18,
			"level": 1,
			"traits": [
				"orc"
			],
			"entries": [
				"Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the {@trait nonlethal} trait and gain the {@trait shove} weapon trait."
			]
		},
		{
			"name": "Iron Repercussions",
			"source": "APG",
			"page": 118,
			"level": 1,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "tyrant cause",
			"entries": [
				"Disobeying your {@action Iron Command|APG} has lasting consequences.",
				"If an enemy refuses to kneel to you, you can deal {@condition persistent damage||persistent mental damage} instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged."
			]
		},
		{
			"name": "Just One More Thing",
			"source": "APG",
			"page": 63,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"fortune",
				"investigator"
			],
			"requirements": "Your most recent action was to {@action Feint}, {@action Request}, or {@action Demoralize}, and you failed but didn't critically fail.",
			"entries": [
				"After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. Reroll the failed check and use the new result. If the target of the failed check is the subject of a lead you're pursuing, double your bonus from {@action Pursue a Lead|APG} on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day.",
				"You can also use this action if you failed, but didn't critically fail, at a check to {@action Lie}, {@action Gather Information}, {@action Make an Impression}, or {@action Coerce}. In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round."
			]
		},
		{
			"name": "Just the Facts",
			"source": "APG",
			"page": 65,
			"level": 20,
			"traits": [
				"investigator"
			],
			"prerequisites": "{@feat Thorough Research|APG}",
			"entries": [
				"You fundamentally understand everything to the point where your research can't possibly be wrong. You are permanently {@condition quickened} and can use the extra action to {@action Recall Knowledge}.",
				"Your checks to {@action Recall Knowledge} are no longer secret.",
				"When you {@action Recall Knowledge}, you use the outcome for one degree of success better than the result of your check, and if an effect (such as {@feat Dubious Knowledge}) would give you inaccurate information from your {@action Recall Knowledge} check, you know which information is inaccurate. When one of your allies {@action Recall Knowledge||Recalls Knowledge} and gains false information, you also know that information is inaccurate if they share it with you."
			]
		},
		{
			"name": "Keen Follower",
			"source": "APG",
			"page": 207,
			"level": 3,
			"traits": [
				"general"
			],
			"entries": [
				"Your keen observation of your allies has made you better at following their lead. When using the {@action Follow the Expert} activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master."
			]
		},
		{
			"name": "Keen Recollection",
			"source": "APG",
			"page": 151,
			"level": 6,
			"featType": {
				"archetype": [
					"Investigator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Investigator Dedication|APG}",
			"entries": [
				"You can recall all sorts of information. You gain the {@classFeature keen recollection|investigator|apg|3} class feature."
			]
		},
		{
			"name": "Keep Pace",
			"source": "APG",
			"page": 163,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Bounty Hunter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bounty Hunter Dedication|APG}",
			"trigger": "Your prey is within reach and attempts to move away from you.",
			"entries": [
				"Your prey can't escape. {@action Stride} up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim} instead of {@action Stride} if you have the corresponding movement type."
			]
		},
		{
			"name": "Ki Center",
			"source": "APG",
			"page": 131,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 18,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells, {@feat Master of Many Styles}",
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"entries": [
				"You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the {@trait stance} trait, without spending a Focus Point."
			]
		},
		{
			"name": "Ki Form",
			"source": "APG",
			"page": 131,
			"level": 18,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You have mastered a potent technique for using your ki to reinforce your physical form and propel yourself through the air. You gain the {@spell ki form|apg} ki spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Kneecap",
			"source": "APG",
			"page": 45,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"goblin"
			],
			"entries": [
				"You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a {@action Strike} with one of your melee weapons or melee unarmed attacks.",
				"This attack doesn't deal damage. On a hit, the target takes a \u201310-foot status penalty to its Speed or a \u201315-foot status penalty on a critical hit. The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet."
			]
		},
		{
			"name": "Know Your Own",
			"source": "APG",
			"page": 43,
			"level": 1,
			"traits": [
				"elf"
			],
			"entries": [
				"You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways. If you critically fail a check to {@action Recall Knowledge} about elves, elven society, or elven history, you get a failure instead."
			]
		},
		{
			"name": "Known Weaknesses",
			"source": "APG",
			"page": 60,
			"level": 1,
			"traits": [
				"investigator"
			],
			"entries": [
				"Whenever you {@action Devise a Stratagem|APG}, you can also attempt a check to {@action Recall Knowledge} as part of that action. If you critically succeed at the {@action Recall Knowledge} check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from {@action Devise a Stratagem|APG}. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn."
			]
		},
		{
			"name": "Kobold Breath",
			"source": "APG",
			"page": 14,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"arcane",
				"evocation",
				"kobold"
			],
			"entries": [
				"You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing {@dice 1d4} damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for {@dice 1d4} rounds.",
				"At 3rd level and every 2 levels thereafter, the damage increases by {@damage 1d4}. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1\u20131). This ability has the trait associated with the type of damage it deals."
			],
			"leadsTo": [
				"Dragon's Breath|APG",
				"Dragonblood Paragon|LOAG"
			]
		},
		{
			"name": "Kobold Lore",
			"otherSources": {
				"Reprinted": [
					"LTiBA|10"
				]
			},
			"source": "APG",
			"page": 14,
			"level": 1,
			"traits": [
				"kobold"
			],
			"entries": [
				"You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in {@skill Stealth} and {@skill Thievery}. 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||Kobold Lore}."
			]
		},
		{
			"name": "Lab Rat",
			"source": "APG",
			"page": 23,
			"level": 5,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"You've spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead."
			]
		},
		{
			"name": "Lawbringer",
			"source": "APG",
			"page": 35,
			"level": 1,
			"traits": [
				"aasimar",
				"lineage"
			],
			"entries": [
				"You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against {@trait emotion} effects, and if you roll a success on a save against an {@trait emotion} effect, you get a critical success instead."
			],
			"leadsTo": [
				"Archon Magic|APG",
				"Enforced Order|LOAG"
			]
		},
		{
			"name": "Lead Climber",
			"source": "APG",
			"page": 207,
			"level": 2,
			"featType": {
				"skill": [
					"Athletics"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to {@action Climb} a route you set using the {@action Follow the Expert} exploration activity, if any of them critically fail their checks to {@action Climb}, you can attempt an {@skill Athletics} check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure."
			]
		},
		{
			"name": "Lead Investigator",
			"source": "APG",
			"page": 65,
			"level": 18,
			"traits": [
				"exploration",
				"investigator"
			],
			"prerequisites": "{@feat Clue Them All In|APG}",
			"entries": [
				"You spend 1 minute briefing up to four allies about one lead you're pursuing. Those allies gain the same circumstance bonus you do from {@action Pursue a Lead|APG} to checks to investigate that lead. This bonus lasts until you cease pursing that lead or for 1 day, whichever comes first. This doesn't confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with {@action Detective's Readiness|APG}."
			]
		},
		{
			"name": "Lead the Pack",
			"source": "APG",
			"page": 161,
			"level": 16,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"uncommon",
				"archetype"
			],
			"prerequisites": "{@feat Mature Beastmaster Companion|APG}, you have multiple animal companions",
			"entries": [
				"You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to {@action Stride} or {@action Strike}, as per Mature Beastmaster Companion, but not both. When you {@action Command an Animal}, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to {@action Stride} or {@action Strike}. Either way, you can't {@action Command an Animal} to make either companion act again until your next turn."
			]
		},
		{
			"name": "Leading Dance",
			"source": "APG",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"move",
				"swashbuckler"
			],
			"prerequisites": "trained in {@skill Performance}",
			"requirements": "You are adjacent to an enemy.",
			"entries": [
				"You sweep your foe into your dance. Attempt a {@skill Performance} check against an adjacent enemy's Will DC. If your swashbuckler's style is {@class swashbuckler|APG|battledancer|battledancer|APG} and you succeed, you gain panache.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's {@quickref forced movement||3|forced movement}).",
						"Success": "As critical success, but you both move only 5 feet.",
						"Failure": "The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.",
						"Critical Failure": "You stumble, falling {@condition prone} in your space."
					}
				}
			]
		},
		{
			"name": "Legendary Guide",
			"source": "APG",
			"page": 207,
			"level": 15,
			"featType": {
				"skill": [
					"Survival"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "legendary in {@skill Survival}",
			"entries": [
				"You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel speed, your party's travel speed doesn't decrease in {@quickref difficult terrain||3|terrain}, and {@quickref greater difficult terrain||3|terrain} halves your party's travel speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore {@quickref difficult terrain||3|terrain} during an encounter."
			]
		},
		{
			"name": "Legendary Rider",
			"source": "APG",
			"page": 165,
			"level": 20,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"entries": [
				"You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are {@condition quickened}; you can use the extra action only to command your mount using the {@action Command an Animal} skill action."
			]
		},
		{
			"name": "Leshy Familiar Secrets",
			"source": "APG",
			"page": 124,
			"level": 4,
			"traits": [
				"druid"
			],
			"prerequisites": "leaf order",
			"entries": [
				"The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time.",
				{
					"type": "list",
					"items": [
						"{@bold Grasping Tendrils} Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.",
						"{@bold Purify Air} Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled {@trait poison} effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect.",
						"{@bold Verdant Burst} When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a level 1 lower than your highest-level spell slot. The {@spell heal} spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability."
					]
				}
			]
		},
		{
			"name": "Lethal Finisher",
			"source": "APG",
			"page": 93,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"death",
				"finisher",
				"swashbuckler"
			],
			"prerequisites": "precise strike {@dice 6d6}",
			"entries": [
				"You stab your foe in a vital organ, possibly killing them outright. Make a {@action Strike}. On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your {@action Strike} was a critical hit, the target's saving throw outcome is one degree worse.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You deal 6 precision damage.",
						"Success": "You deal {@damage 6d6} precision damage.",
						"Failure": "You deal {@damage 12d6} precision damage.",
						"Critical Failure": "You deal {@damage 18d6} precision damage."
					}
				}
			]
		},
		{
			"name": "Lie Detector",
			"source": "APG",
			"page": 62,
			"level": 4,
			"traits": [
				"investigator"
			],
			"prerequisites": "{@class Investigator|APG|empiricism|empiricism} or {@class Investigator|APG|interrogation|interrogation} methodology",
			"entries": [
				"You're adept at noticing the tells of a liar\u2014sweat, flushing, a quavering voice, a quickening pulse. You gain a +1 circumstance bonus to {@skill Perception} checks to {@action Sense Motive} and to {@skill Perception} DCs against attempts to {@action Lie} to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} check you attempt against that creature within the next minute."
			]
		},
		{
			"name": "Life Leap",
			"source": "APG",
			"page": 44,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"gnome",
				"move",
				"necromancy",
				"teleportation"
			],
			"requirements": "You must be adjacent to a living creature.",
			"entries": [
				"You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space.",
				"You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow."
			]
		},
		{
			"name": "Lifesense",
			"source": "APG",
			"page": 38,
			"level": 5,
			"traits": [
				"divination",
				"divine",
				"duskwalker"
			],
			"entries": [
				"You have a limited ability to sense life force, like your psychopomp forebears. You gain {@ability lifesense} as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two."
			]
		},
		{
			"name": "Light From Darkness",
			"source": "APG",
			"page": 41,
			"level": 9,
			"traits": [
				"tiefling"
			],
			"entries": [
				"You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone. This struggle has granted you powerful resistance against the divine. You gain a +1 circumstance bonus to all saving throws against {@trait divine} effects."
			]
		},
		{
			"name": "Light Paws",
			"source": "APG",
			"page": 10,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"catfolk"
			],
			"entries": [
				"You can balance on your toes to step carefully over obstructions. You {@action Stride} and then {@action Step}, or {@action Step} and then {@action Stride}, ignoring {@quickref difficult terrain||3|terrain} during this movement."
			]
		},
		{
			"name": "Lightslayer Oath",
			"source": "APG",
			"page": 118,
			"level": 2,
			"traits": [
				"uncommon",
				"champion",
				"oath"
			],
			"prerequisites": "tenets of evil",
			"entries": [
				"You've sworn to rid the world of the self-righteousness of celestial beings. Add the following tenet to your code, after the other tenets. \"You must banish or slay celestials you encounter as long as you have a reasonable chance of success; in the incredibly unlikely event you find an evil celestial, you don't have to banish or kill it.\" When you use your champion's reaction against a celestial, the extra damage you deal with {@action Strike|CRB|Strikes} increases by 1 (or by 2 at 9th level and by 3 at 16th level)."
			]
		},
		{
			"name": "Linguist Dedication",
			"source": "APG",
			"page": 178,
			"level": 2,
			"featType": {
				"archetype": [
					"Linguist"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "You speak at least three languages.",
			"entries": [
				"You have studied languages and their development. You become trained in {@skill Society}; if you were already trained in {@skill Society}, you instead become an expert in {@skill Society}. You gain the {@feat Multilingual} skill feat twice."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the linguist archetype."
			],
			"leadsTo": [
				"Analyze Idiolect|APG",
				"Crude Communication|APG",
				"Multilingual Cipher|APG",
				"Phonetic Training|APG",
				"Read Shibboleths|APG",
				"Spot Translate|APG"
			]
		},
		{
			"name": "Litany of Depravity",
			"source": "APG",
			"page": 121,
			"level": 14,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "tenets of evil",
			"entries": [
				"You undercut your enemy's vain moralism, opening their heart to evil. You can cast the {@spell litany of depravity|APG} focus spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Litany of Self-interest",
			"source": "APG",
			"page": 120,
			"level": 10,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "devotion spells, tenets of evil",
			"entries": [
				"You compel a creature to act toward its own ends rather than consider others. You can cast the {@spell litany of self-interest|APG} devotion spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Living Hair",
			"source": "APG",
			"page": 102,
			"level": 2,
			"traits": [
				"witch"
			],
			"entries": [
				"You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals {@damage 1d4} bludgeoning damage; is in the {@group brawling} group; and has the {@trait agile}, {@trait disarm}, {@trait finesse}, {@trait trip}, and {@trait unarmed} traits."
			],
			"leadsTo": [
				"Syu Tak-nwa's Deadly Hair|FRP1",
				"Syu Tak-nwa's Hexed Locks|FRP1",
				"Syu Tak-nwa's Skillful Tresses|FRP1",
				"Demon's Hair|FRP3"
			]
		},
		{
			"name": "Loaner Spell",
			"source": "APG",
			"page": 136,
			"level": 8,
			"traits": [
				"rogue"
			],
			"prerequisites": "trained in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"entries": [
				"During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day. The spell can be up to 3rd level. Your ally must be able to prepare and cast it, and the spell must have a Targets entry or an area. Your ally loses a spell slot of the corresponding spell level, and you gain the ability to cast the prepared spell once that day. When you {@action Cast a Spell||Cast the Spell}, use your class DC for any saving throws required by the spell, and your class DC \u2013 10 as a spell attack roll modifier."
			],
			"leadsTo": [
				"Steal Spell|APG"
			]
		},
		{
			"name": "Long-nosed Form",
			"source": "APG",
			"page": 26,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"concentrate",
				"polymorph",
				"primal",
				"tengu",
				"transmutation"
			],
			"entries": [
				"You can transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using {@feat Long-Nosed Form|APG} counts as creating a disguise for the {@action Impersonate} use of {@skill Deception}. Due to your imperfect transformation, your transformation doesn't automatically defeat {@skill Perception} DCs to determine whether you are human, though you may be able to explain away or hide your {@trait tengu} traits. You lose your beak unarmed {@action Strike} in your human form, as well as any other unarmed {@action Strike|CRB|Strikes} you gained from a tengu heritage or ancestry feat. You can remain in your human form indefinitely, and you can shift back to your tengu form by using this action again."
			],
			"leadsTo": [
				"Great Tengu Form|APG"
			]
		},
		{
			"name": "Loremaster Dedication",
			"source": "APG",
			"page": 179,
			"level": 2,
			"featType": {
				"archetype": [
					"Loremaster"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in at least one skill to {@action Decipher Writing}",
			"entries": [
				"You've compiled a vast repository of information that touches on nearly every subject. You are trained in {@skill Lore||Loremaster Lore}, a special {@skill Lore} skill that can be used only to {@action Recall Knowledge}, but on any topic. If you have legendary proficiency in a skill used to {@action Decipher Writing}, you gain expert proficiency in {@skill Lore||Loremaster Lore}, but you can't increase your proficiency rank in {@skill Lore||Loremaster Lore} by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the {@class bard||enigma muse|enigma|CRB} prerequisite.",
				"If you have the {@feat Bardic Lore} class feat, you gain a +1 circumstance bonus to skill checks with {@skill Lore||Bardic Lore}."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the loremaster archetype."
			],
			"leadsTo": [
				"Magical Edification|APG",
				"Greater Magical Edification|APG",
				"Orthographic Mastery|APG",
				"Quick Study|APG"
			]
		},
		{
			"name": "Loud Singer",
			"source": "APG",
			"page": 45,
			"level": 5,
			"traits": [
				"goblin"
			],
			"prerequisites": "{@feat Goblin Song}",
			"entries": [
				"Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it."
			]
		},
		{
			"name": "Mage Hunter",
			"source": "APG",
			"page": 109,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "superstition instinct",
			"trigger": "A creature within your reach Casts a Spell.",
			"entries": [
				"You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy's spell. Make a melee {@action Strike} against the triggering creature. If the attack is a critical hit, you disrupt the spell."
			]
		},
		{
			"name": "Magic Arrow",
			"source": "APG",
			"page": 173,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype",
				"magical",
				"transmutation"
			],
			"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"entries": [
				"You imbue your ammunition with eldritch power. When you select this feat, choose three types of {@filter common magical ammunition of 4th level or lower from the Core Rulebook or this book|items||source=crb;apg|Level=[0;4]|type=!generic variant|category=ammunition|rarity=common|item=magical}. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books.",
				"When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using\u2014for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts."
			],
			"special": [
				"You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above."
			]
		},
		{
			"name": "Magic Hands",
			"source": "APG",
			"page": 122,
			"level": 6,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Healing Hands}",
			"entries": [
				"The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a {@skill Medicine} check to {@action Treat Wounds}, your action gains the {@trait divine} trait and you heal the maximum amount for the {@dice 2d8} (or {@dice 4d8} on a critical success). If you have an ability that adds additional dice to your {@action Treat Wounds}, you still roll those normally."
			]
		},
		{
			"name": "Magic Hide",
			"source": "APG",
			"page": 132,
			"level": 2,
			"traits": [
				"ranger"
			],
			"prerequisites": "an animal companion, warden spells",
			"entries": [
				"You can defend your companion in battle. You gain the {@spell magic hide|apg} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Magic Rider",
			"source": "APG",
			"page": 43,
			"level": 17,
			"traits": [
				"elf"
			],
			"entries": [
				"Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a {@trait teleportation} spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a {@spell teleport} spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled."
			]
		},
		{
			"name": "Magic Sense",
			"source": "APG",
			"page": 80,
			"level": 12,
			"traits": [
				"detection",
				"divination",
				"divine",
				"oracle"
			],
			"entries": [
				"You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level {@spell detect magic} spell. This detects magic in your field of vision only. When you {@action Seek}, you gain the benefits of a 3rd-level {@spell detect magic} spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn."
			]
		},
		{
			"name": "Magical Adaptation",
			"source": "APG",
			"page": 177,
			"level": 10,
			"featType": {
				"archetype": [
					"Horizon Walker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Horizon Walker Dedication|APG}",
			"entries": [
				"When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast {@spell darkvision}, {@spell spider climb}, and 4th-level {@spell water breathing} as innate primal spells, each once per day."
			]
		},
		{
			"name": "Magical Edification",
			"source": "APG",
			"page": 179,
			"level": 4,
			"featType": {
				"archetype": [
					"Loremaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Loremaster Dedication|APG}",
			"entries": [
				"You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain {@spell guidance}, {@spell message}, and {@spell sigil} as innate occult cantrips."
			],
			"leadsTo": [
				"Greater Magical Edification|APG"
			]
		},
		{
			"name": "Magical Scholastics",
			"source": "APG",
			"page": 156,
			"level": 4,
			"featType": {
				"archetype": [
					"Archaeologist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Archaeologist Dedication|APG}",
			"entries": [
				"While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain {@spell detect magic}, {@spell guidance}, and {@spell read aura} as occult innate cantrips."
			],
			"leadsTo": [
				"Greater Magical Scholastics|APG"
			]
		},
		{
			"name": "Major Lesson",
			"source": "APG",
			"page": 103,
			"level": 10,
			"traits": [
				"witch"
			],
			"entries": [
				"Your patron grants you even greater secrets. Choose a {@filter major, greater, or basic lesson|optionalfeatures||Feature Type=Basic Lesson;Greater Lesson;Major Lesson}. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1."
			],
			"special": [
				"You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time."
			]
		},
		{
			"name": "Makeshift Strike",
			"source": "APG",
			"page": 199,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Weapon Improviser"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Weapon Improviser Dedication|APG}",
			"entries": [
				"You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You {@action Interact} to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either {@action Strike} or make an {@feat Improvised Pummel|APG} with the improvised weapon."
			]
		},
		{
			"name": "Malicious Bane",
			"source": "APG",
			"page": 40,
			"level": 5,
			"traits": [
				"tiefling"
			],
			"entries": [
				"Whether your heart is pure or corrupt, you can call forth a malediction upon your foes. You can cast {@spell bane} once per day as a 1st-level divine innate spell."
			]
		},
		{
			"name": "Many Guises",
			"source": "APG",
			"page": 197,
			"level": 8,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "master in {@skill Deception}, {@feat Vigilante Dedication|APG}",
			"entries": [
				"You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual\u2014rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a {@quickref counteract|CRB|3|counteracting} check against your {@skill Deception} DC.",
				"You can't use either social abilities or vigilante abilities while in this identity."
			]
		},
		{
			"name": "Marshal Dedication",
			"source": "APG",
			"page": 180,
			"level": 2,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in martial weapons and either {@skill Diplomacy} or {@skill Intimidation}",
			"entries": [
				"You've combined your social skills and combat training to become a talented combat leader. Choose {@skill Diplomacy} or {@skill Intimidation}. You become trained in that skill or become an expert if you were already trained in it.",
				"In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the {@trait emotion}, {@trait mental}, and {@trait visual} traits and grants you and allies within the aura a +1 status bonus to saving throws against {@trait fear}."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the marshal archetype."
			],
			"leadsTo": [
				"Back to Back|APG",
				"Cadence Call|APG",
				"Tactical Cadence|APG",
				"Coordinated Charge|APG",
				"Dread Marshal Stance|APG",
				"Inspiring Marshal Stance|APG",
				"Rallying Charge|APG",
				"Snap Out of It!|APG",
				"Steel Yourself!|APG",
				"Target of Opportunity|APG",
				"To Battle!|APG",
				"Topple Foe|APG",
				"Push Back the Dead!|LOKL"
			]
		},
		{
			"name": "Martial Artist Dedication",
			"source": "APG",
			"page": 182,
			"level": 2,
			"featType": {
				"archetype": [
					"Martial Artist"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes {@dice 1d6} instead of {@dice 1d4}. You don't take the \u20132 circumstance penalty for making a lethal attack with your {@trait nonlethal} unarmed attacks.",
				"Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the martial artist archetype."
			],
			"leadsTo": [
				"Follow-up Strike|APG",
				"Grievous Blow|APG",
				"Path of Iron|APG",
				"Powder Punch Stance|OoA1",
				"Black Powder Flash|OoA1",
				"Thunder Clap|OoA1"
			]
		},
		{
			"name": "Martial Experience",
			"source": "APG",
			"page": 43,
			"level": 5,
			"traits": [
				"elf"
			],
			"entries": [
				"You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus.",
				"At 11th level, you become trained in all weapons."
			]
		},
		{
			"name": "Martial Performance",
			"source": "APG",
			"page": 112,
			"level": 1,
			"traits": [
				"bard"
			],
			"prerequisites": "{@class bard||warrior muse|warrior|CRB}",
			"entries": [
				"Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons.",
				"If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert."
			]
		},
		{
			"name": "Martyr",
			"source": "APG",
			"page": 122,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"cleric",
				"metamagic"
			],
			"prerequisites": "divine font",
			"entries": [
				"You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast {@spell harm} or {@spell heal} from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose {@dice 1d8} Hit Points per level of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points."
			]
		},
		{
			"name": "Master Eldritch Archer Spellcasting",
			"source": "APG",
			"page": 173,
			"level": 18,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Eldritch Archer Spellcasting|APG}",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Master Oracle Spellcasting",
			"source": "APG",
			"page": 152,
			"level": 18,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Oracle Spellcasting|APG}, legendary in {@skill Religion}",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Master Scroll Cache",
			"source": "APG",
			"page": 189,
			"level": 18,
			"featType": {
				"archetype": [
					"Scroll Trickster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Scroll Cache|APG}",
			"entries": [
				"Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell."
			]
		},
		{
			"name": "Master Spotter",
			"source": "APG",
			"page": 151,
			"level": 12,
			"featType": {
				"archetype": [
					"Investigator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Investigator Dedication|APG}, expert in {@skill Perception}",
			"entries": [
				"Your proficiency rank in {@skill Perception} increases to master."
			]
		},
		{
			"name": "Master Witch Spellcasting",
			"source": "APG",
			"page": 154,
			"level": 18,
			"featType": {
				"archetype": [
					"Witch"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Expert Witch Spellcasting|APG}, legendary in the skill associated with your patron's tradition",
			"entries": [
				"You gain the {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes}."
			]
		},
		{
			"name": "Mature Beastmaster Companion",
			"source": "APG",
			"page": 160,
			"level": 4,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Beastmaster Dedication|APG}",
			"entries": [
				"All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). During an encounter, even if you don't use the {@action Command an Animal} action, your animal companion can still use 1 action on your turn to either {@action Stride} or {@action Strike}."
			],
			"leadsTo": [
				"Incredible Beastmaster Companion|APG",
				"Specialized Beastmaster Companion|APG",
				"Lead the Pack|APG"
			]
		},
		{
			"name": "Mauler Dedication",
			"source": "APG",
			"page": 183,
			"level": 2,
			"featType": {
				"archetype": [
					"Mauler"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "Strength 14",
			"entries": [
				"You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the {@trait two-hand} trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the mauler archetype."
			],
			"leadsTo": [
				"Avalanche Strike|APG",
				"Clear the Way|APG",
				"Hammer Quake|APG",
				"Shoving Sweep|APG"
			]
		},
		{
			"name": "Medic Dedication",
			"source": "APG",
			"page": 184,
			"level": 2,
			"featType": {
				"archetype": [
					"Medic"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Medicine}, {@feat Battle Medicine}",
			"entries": [
				"You become an expert in {@skill Medicine}. When you succeed with {@feat Battle Medicine} or {@action Treat Wounds}, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use {@feat Battle Medicine} on a creature that's temporarily immune. If you're a master in {@skill Medicine}, you can do so once per hour."
			],
			"special": [
				"You can't select another dedication feat until you gain two other feats from the medic archetype."
			],
			"leadsTo": [
				"Doctor's Visitation|APG",
				"Resuscitate|APG",
				"Treat Condition|APG",
				"Holistic Care|APG",
				"Preventative Treatment|LOKL"
			]
		},
		{
			"name": "Medusa's Wrath",
			"source": "APG",
			"page": 130,
			"level": 16,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You learn a monstrous ki technique that infuses your blows with the petrifying power of a medusa's gaze. You gain the {@spell medusa's wrath|apg} ki spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Mesmerizing Gaze",
			"source": "APG",
			"page": 166,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Celebrity"
				]
			},
			"traits": [
				"archetype",
				"emotion",
				"enchantment",
				"mental",
				"visual"
			],
			"prerequisites": "{@feat Celebrity Dedication|APG}",
			"entries": [
				"When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be {@condition fascinated} until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a {@condition hostile} action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.",
				"When you select this feat, it gains either the {@trait arcane} or {@trait occult} trait; once you make this choice, you can't change it."
			]
		},
		{
			"name": "Methodical Debilitations",
			"source": "APG",
			"page": 136,
			"level": 10,
			"traits": [
				"rogue"
			],
			"prerequisites": "mastermind racket, {@action Debilitating Strike}",
			"entries": [
				"You strategically craft your debilitations to lessen or negate an enemy's tactical advantages. Add the following debilitations to the list you can choose from when you use {@action Debilitating Strike}.",
				{
					"type": "list",
					"items": [
						"{@bold Debilitation} The target can't flank other creatures, and it can't provide flanking for its allies.",
						"{@bold Debilitation} The target doesn't gain a circumstance bonus to AC from {@action Raise a Shield||Raising a Shield}, lesser cover, or standard cover; it gains only a +2 circumstance bonus to AC from greater cover or {@action Take Cover||Taking Cover}."
					]
				}
			]
		},
		{
			"name": "Mighty Bulwark",
			"source": "APG",
			"page": 191,
			"level": 10,
			"featType": {
				"archetype": [
					"Sentinel"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Sentinel Dedication|APG}",
			"entries": [
				"Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves."
			]
		},
		{
			"name": "Mighty Dragon Shape",
			"source": "APG",
			"page": 169,
			"level": 18,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shape of the Dragon|APG} {@note (or {@feat Shape of the Cloud Dragon|SoT3})}",
			"entries": [
				"You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use {@feat Shape of the Dragon|APG} once per hour instead of once per day."
			]
		},
		{
			"name": "Minion Guise",
			"source": "APG",
			"page": 196,
			"level": 4,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype",
				"skill",
				"social"
			],
			"prerequisites": "animal companion or familiar, expert in {@skill Deception}, {@feat Vigilante Dedication|APG}",
			"entries": [
				"When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity."
			]
		},
		{
			"name": "Miraculous Possibility",
			"source": "APG",
			"page": 123,
			"level": 18,
			"traits": [
				"cleric"
			],
			"entries": [
				"Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it."
			]
		},
		{
			"name": "Mist Child",
			"source": "APG",
			"page": 31,
			"level": 5,
			"traits": [
				"changeling"
			],
			"entries": [
				"You blend in with unnatural subtlety. When you are {@condition concealed} or {@condition hidden}, increase the DC of the flat check to target you to 6 if you're {@condition concealed} or 12 if you're {@condition hidden}."
			]
		},
		{
			"name": "Mobile Finisher",
			"source": "APG",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"entries": [
				"You attack in motion. {@action Stride} and then {@action Strike}. You can use Mobile Finisher while {@action burrow||Burrowing}, {@action climb||Climbing}, {@action fly||Flying}, or {@action swim||Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Monastic Archer Stance",
			"source": "APG",
			"page": 128,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"requirements": "You are unarmored and wielding a {@item longbow}, {@item shortbow}, or a bow with the {@trait monk} trait.",
			"entries": [
				"You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only {@action Strike|CRB|Strikes} you can make are those using {@item longbow||longbows}, {@item shortbow||shortbows}, or bows with the {@trait monk} trait. You can use {@action Flurry of Blows} with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific {@action Strike}."
			],
			"special": [
				"When you select this feat, you become trained in the {@item longbow}, {@item shortbow}, and any simple and martial bows with the {@trait monk} trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master."
			],
			"leadsTo": [
				"Focused Shot|APG",
				"Return Fire|APG",
				"Triangle Shot|APG"
			]
		},
		{
			"name": "Mounted Shield",
			"source": "APG",
			"page": 164,
			"level": 6,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"entries": [
				"You've trained with your shield to defend both yourself and your mount. When you {@action Raise a Shield} while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the {@feat Shield Block} reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for {@feat Shield Block}."
			]
		},
		{
			"name": "Mug",
			"source": "APG",
			"page": 135,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"rogue"
			],
			"entries": [
				"You make a quick attack and rob your foe in the process. Make a melee {@action Strike} against an adjacent foe. If you hit and deal sneak attack damage, you can also attempt to {@action Steal} from the target, even if the target is in combat."
			]
		},
		{
			"name": "Multilingual Cipher",
			"source": "APG",
			"page": 178,
			"level": 4,
			"featType": {
				"skill": [
					"Society"
				],
				"archetype": [
					"Linguist"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Linguist Dedication|APG}, expert in {@skill Society}",
			"entries": [
				"You use multiple languages to create and break codes. You gain a +1 circumstance bonus to {@action Decipher Writing}. If another creature attempts to {@action Decipher Writing} you encoded, they take a \u20132 circumstance penalty unless they speak all the languages you used when you created the writing."
			]
		},
		{
			"name": "Murksight",
			"source": "APG",
			"page": 103,
			"level": 8,
			"traits": [
				"witch"
			],
			"entries": [
				"Your vision pierces through non-magical fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or {@skill Perception} checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target {@condition concealed} only by such effects."
			]
		},
		{
			"name": "Musetouched",
			"source": "APG",
			"page": 35,
			"level": 1,
			"traits": [
				"aasimar",
				"lineage"
			],
			"entries": [
				"Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to {@action Escape}. When you roll a critical failure on a check to {@action Escape}, you get a failure instead, and when you roll a success, you get a critical success instead."
			],
			"leadsTo": [
				"Azata Magic|APG",
				"Call of Elysium|LOAG"
			]
		},
		{
			"name": "Mutable Familiar",
			"source": "APG",
			"page": 174,
			"level": 8,
			"featType": {
				"archetype": [
					"Familiar Master"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Familiar Master Dedication|APG}",
			"entries": [
				"Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: {@familiarAbility amphibious}, {@familiarAbility burrower}, {@familiarAbility climber}, {@familiarAbility darkvision}, {@familiarAbility fast movement}, {@familiarAbility manual dexterity}, {@familiarAbility resistance|APG}, and {@familiarAbility scent}. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove {@familiarAbility manual dexterity} if the familiar has {@familiarAbility lab assistant})."
			]
		},
		{
			"name": "Mysterious Breadth",
			"source": "APG",
			"page": 152,
			"level": 8,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Oracle Spellcasting|APG}",
			"entries": [
				"Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels."
			]
		},
		{
			"name": "Mysterious Repertoire",
			"source": "APG",
			"page": 81,
			"level": 14,
			"traits": [
				"oracle"
			],
			"entries": [
				"Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like {@feat Divine Access|apg}. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time."
			]
		},
		{
			"name": "Mystery Conduit",
			"source": "APG",
			"page": 81,
			"level": 20,
			"traits": [
				"oracle"
			],
			"entries": [
				"The power of your mystery enables you to cast more than just revelation spells. When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the {@trait cursebound} trait."
			]
		},
		{
			"name": "Necromantic Physiology",
			"source": "APG",
			"page": 33,
			"level": 5,
			"traits": [
				"dhampir"
			],
			"entries": [
				"Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saves against diseases."
			]
		},
		{
			"name": "Never Tire",
			"source": "APG",
			"page": 166,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Celebrity"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Celebrity Dedication|APG}",
			"trigger": "You would gain the {@condition fatigued} condition.",
			"requirements": "You are {@condition observed} by at least three creatures who aren't foes.",
			"entries": [
				"As long as you have an audience, you can continue to perform. Indeed, you must\u2014you have an obligation to your fans! You delay the effects of the {@condition fatigued} condition for 1 minute or until you are no longer {@condition observed} by the required creatures, whichever comes first. If the {@condition fatigued} condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the {@condition fatigued} condition after this ability ends."
			]
		},
		{
			"name": "Night Magic",
			"source": "APG",
			"page": 33,
			"level": 9,
			"traits": [
				"dhampir"
			],
			"entries": [
				"You can tap into the magic that runs through your blood. You gain {@spell animal form} (wolf only, using the statistics for a canine) and {@spell obscuring mist} as 2nd-level divine innate spells. You can cast each of these spells once per day."
			]
		},
		{
			"name": "Nimble Dodge",
			"source": "APG",
			"page": 88,
			"add_hash": "Swashbuckler",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"swashbuckler"
			],
			"trigger": "A creature you can see targets you with an attack.",
			"requirements": "You aren't {@condition encumbered}.",
			"entries": [
				"You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack."
			],
			"leadsTo": [
				"Nimble Roll (Swashbuckler)|APG"
			]
		},
		{
			"name": "Nimble Hooves",
			"source": "APG",
			"page": 40,
			"level": 1,
			"traits": [
				"tiefling"
			],
			"entries": [
				"Your legs end in hooves rather than feet, with joints and tendons that allow you to move with great haste. Your Speed increases by 5 feet."
			],
			"special": [
				"The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as {@feat Nimble Elf})."
			]
		},
		{
			"name": "Nimble Roll",
			"source": "APG",
			"add_hash": "Swashbuckler",
			"page": 91,
			"level": 8,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "{@feat Nimble Dodge (Swashbuckler)|APG}",
			"entries": [
				"You can use Nimble Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.",
				"When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also {@action Stride} up to 10 feet as part of the reaction. If you do, the reaction gains the {@trait move} trait. You can use Nimble Roll while Flying or Swimming instead of {@action Stride||Striding} if you have the corresponding movement type."
			]
		},
		{
			"name": "Nimble Shield Hand",
			"source": "APG",
			"page": 159,
			"level": 6,
			"featType": {
				"archetype": [
					"Bastion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bastion Dedication|APG}",
			"entries": [
				"You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the {@action Interact} action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome."
			]
		},
		{
			"name": "No Cause for Alarm",
			"source": "APG",
			"page": 208,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"general",
				"linguistic",
				"mental",
				"skill"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"entries": [
				"You attempt to reduce panic. Attempt a {@skill Diplomacy} check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are {@condition frightened}. Each of them is temporarily immune for 1 hour.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Reduce the creature's {@condition frightened} value by 2.",
						"Success": "Reduce the creature's {@condition frightened} value by 1."
					}
				}
			]
		},
		{
			"name": "Nocturnal Sense",
			"source": "APG",
			"page": 110,
			"level": 6,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "{@feat Acute Scent}, or precise or imprecise {@ability scent} and {@ability low-light vision}",
			"entries": [
				"Your senses gain even greater clarity. While {@action Rage|CRB|raging}, you gain {@ability darkvision} if you don't already have it, and the range of your imprecise {@ability scent} increases to 60 feet."
			]
		},
		{
			"name": "Nonlethal Spell",
			"source": "APG",
			"page": 142,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"manipulate",
				"metamagic",
				"wizard"
			],
			"entries": [
				"You can alter offensive spells to be less deadly. If your next action is to {@action Cast a Spell} that deals damage and doesn't have the {@trait death} or {@trait negative} trait, that spell gains the {@trait nonlethal} trait."
			]
		},
		{
			"name": "Occult Resistance",
			"source": "APG",
			"page": 31,
			"level": 9,
			"traits": [
				"changeling"
			],
			"prerequisites": "expert in {@skill Occultism}",
			"entries": [
				"Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against {@trait occult} effects."
			]
		},
		{
			"name": "Ode to Ouroboros",
			"source": "APG",
			"page": 114,
			"level": 10,
			"traits": [
				"bard"
			],
			"entries": [
				"You learn the {@spell ode to ouroboros|APG} composition spell, which enables you to temporarily spare your allies from death."
			]
		},
		{
			"name": "One for All",
			"source": "APG",
			"page": 88,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"linguistic",
				"mental",
				"swashbuckler"
			],
			"prerequisites": "trained in {@skill Diplomacy}",
			"entries": [
				"With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to {@action Aid} that ally. When you use the {@action Aid} reaction to help that ally, you can roll {@skill Diplomacy} in place of the usual check. If your swashbuckler's style is wit and your {@skill Diplomacy} check to {@action Aid} meets or exceeds the very hard DC for your level, you gain panache."
			]
		},
		{
			"name": "One-inch Punch",
			"source": "APG",
			"page": 129,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 2} OR {@as 3}"
			},
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "expert strikes",
			"entries": [
				"You put all your force into a single mighty, carefully controlled blow. Make an unarmed {@action Strike}. If you spend two actions and this {@action Strike} hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit.",
				"If you're at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you're at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions."
			],
			"leadsTo": [
				"One-millimeter Punch|APG"
			]
		},
		{
			"name": "One-millimeter Punch",
			"source": "APG",
			"page": 131,
			"level": 16,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat One-Inch Punch|APG}",
			"entries": [
				"Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your ki to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is pushed back 5 feet.",
						"Failure": "The target is pushed back 10 feet.",
						"Critical Failure": "The target is pushed back 10 feet for each action you spent on One-Inch Punch."
					}
				}
			]
		},
		{
			"name": "One-toed Hop",
			"source": "APG",
			"page": 27,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"tengu"
			],
			"entries": [
				"Assuming a peculiar stance, you make a short hop on each toe. You make a vertical {@action Leap} without triggering reactions that can be triggered by move actions or upon leaving or entering a square."
			]
		},
		{
			"name": "Ongoing Investigation",
			"source": "APG",
			"page": 62,
			"level": 4,
			"traits": [
				"investigator"
			],
			"entries": [
				"You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the {@action Investigate} exploration activity, and you can use another exploration activity while Investigating."
			]
		},
		{
			"name": "Ongoing Selfishness",
			"source": "APG",
			"page": 118,
			"level": 1,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "desecrator cause",
			"entries": [
				"Your powerful personality and incredible ego demand that you protect yourself above all else. After you use {@action Selfish Shield|APG}, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your {@action Selfish Shield|APG} resistance."
			]
		},
		{
			"name": "Ongoing Strategy",
			"source": "APG",
			"page": 63,
			"level": 10,
			"traits": [
				"investigator"
			],
			"prerequisites": "strategic strike",
			"entries": [
				"You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time. On any {@action Strike} for which you didn't {@action Devise a Stratagem|APG}, you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem."
			]
		},
		{
			"name": "Opportunistic Grapple",
			"source": "APG",
			"page": 163,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Bounty Hunter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bounty Hunter Dedication|APG}",
			"trigger": "Your prey critically fails on a melee {@action Strike}'s attack roll against you.",
			"requirements": "Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you.",
			"entries": [
				"You attempt an {@skill Athletics} check to {@action Grapple} your prey."
			]
		},
		{
			"name": "Oracle Dedication",
			"source": "APG",
			"page": 152,
			"level": 2,
			"featType": {
				"archetype": [
					"Oracle"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Charisma 14",
			"entries": [
				"Choose a {@classFeature mystery|oracle|apg|1}. You become trained in {@skill Religion} and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the {@action Cast a Spell} activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the oracle archetype."
			],
			"leadsTo": [
				"Basic Mysteries|APG",
				"Advanced Mysteries|APG",
				"Basic Oracle Spellcasting|APG",
				"Expert Oracle Spellcasting|APG",
				"Master Oracle Spellcasting|APG",
				"Mysterious Breadth|APG",
				"First Revelation|APG"
			]
		},
		{
			"name": "Oracular Providence",
			"source": "APG",
			"page": 81,
			"level": 20,
			"traits": [
				"oracle"
			],
			"prerequisites": "oracular clarity",
			"entries": [
				"Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-level spell slot."
			]
		},
		{
			"name": "Oracular Warning",
			"source": "APG",
			"page": 80,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"divination",
				"divine",
				"oracle"
			],
			"trigger": "You are about to roll initiative.",
			"entries": [
				"You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a {@trait fortune} effect. If you are legendary in {@skill Religion}, you receive two visions and can warn two allies, granting them both this benefit.",
				"You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a {@trait misfortune} effect.",
				"The two effects are tied together; if you would avoid the {@trait misfortune} effect for any reason, or if any of your allies would negate their {@trait fortune} effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the {@trait visual} or {@trait auditory} trait, respectively."
			]
		},
		{
			"name": "Orc Lore",
			"source": "APG",
			"page": 18,
			"level": 1,
			"traits": [
				"orc"
			],
			"entries": [
				"The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in {@skill Athletics} 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||Orc Lore}."
			]
		},
		{
			"name": "Orthographic Mastery",
			"source": "APG",
			"page": 179,
			"level": 4,
			"featType": {
				"skill": [
					"Lore"
				],
				"archetype": [
					"Loremaster"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Loremaster Dedication|APG}",
			"entries": [
				"You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to {@action Decipher Writing} using {@skill Lore||Loremaster Lore} in place of the required skill."
			]
		},
		{
			"name": "Otherworldly Acumen",
			"source": "APG",
			"page": 43,
			"level": 9,
			"traits": [
				"elf"
			],
			"prerequisites": "at least one innate spell gained from an elf ancestry feat",
			"entries": [
				"The arcane magic you possess grows in power and complexity. Choose one common 2nd-level spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have {@feat Otherworldly Magic}, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from."
			]
		},
		{
			"name": "Overcrowd",
			"source": "APG",
			"page": 23,
			"level": 9,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one."
			],
			"leadsTo": [
				"Shinstabber|LOAG"
			]
		},
		{
			"name": "Overextending Feint",
			"source": "APG",
			"page": 134,
			"level": 1,
			"traits": [
				"rogue"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack. On a successful {@action Feint}, you can use the following success and critical success effects instead of any other effects that would occur when you {@action Feint}. You can choose a different effect each time you {@action Feint} against a given foe.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target takes a \u20132 circumstance penalty to all attack rolls against you before the end of its next turn.",
						"Success": "The target takes a \u20132 circumstance penalty to its next attack roll against you before the end of its next turn."
					}
				}
			]
		},
		{
			"name": "Overpowering Charge",
			"source": "APG",
			"page": 110,
			"add_hash": "Barbarian",
			"level": 10,
			"traits": [
				"barbarian"
			],
			"prerequisites": "{@feat Barreling Charge|APG}",
			"entries": [
				"You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes {@condition flat-footed} until the end of your next turn."
			]
		},
		{
			"name": "Overpowering Charge",
			"source": "APG",
			"page": 127,
			"add_hash": "Fighter",
			"level": 10,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Barreling Charge|APG}",
			"entries": [
				"You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is {@condition flat-footed} until the end of your next turn."
			]
		},
		{
			"name": "Oversized Throw",
			"source": "APG",
			"page": 109,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"barbarian",
				"rage"
			],
			"requirements": "You have one or more hands free.",
			"entries": [
				"With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged {@action Strike} with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals {@damage 1d10} bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to {@dice 2d10} if you have weapon specialization in simple weapons, or {@dice 3d10} if you have greater weapon specialization."
			]
		},
		{
			"name": "Overwhelming Blow",
			"source": "APG",
			"page": 127,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"fighter"
			],
			"entries": [
				"You throw your weight into a powerful attack that leaves you vulnerable. Make a melee {@action Strike}. This counts as three attacks when calculating your multiple attack penalty. If this {@action Strike} hits, you get a critical hit. If you roll a critical hit, your attack also gains the {@trait deadly <d12>} trait. Whether or not you hit, you become {@condition stunned 1} and are {@condition flat-footed} until the start of your next turn."
			]
		},
		{
			"name": "Overwhelming Breath",
			"source": "APG",
			"page": 130,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"concentrate",
				"metamagic",
				"monk"
			],
			"prerequisites": "ki spells",
			"entries": [
				"You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to {@action Cast a Spell} that has the {@trait monk} trait and no duration, the spell and any {@action Strike|CRB|Strikes} you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level."
			]
		},
		{
			"name": "Pack Rat",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"Years of packing for travel have taught you how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn't alter the items' Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a bag of holding."
			]
		},
		{
			"name": "Pale Horse",
			"source": "APG",
			"page": 121,
			"level": 12,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "divine ally (steed), tenets of evil",
			"entries": [
				"Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of negative energy surrounds it, or poison leaks from its flesh. When you {@action Mount} your steed ally, you can choose fire, negative, or poison. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes {@dice 1d6} damage of the chosen type; this includes hitting the steed with unarmed attacks or with a melee weapon {@action Strike} while adjacent to the steed. This damage increases to {@dice 2d6} at 16th level and {@dice 3d6} at 20th level."
			]
		},
		{
			"name": "Panache Paragon",
			"source": "APG",
			"page": 93,
			"level": 20,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently {@condition quickened}. You can use the extra action only to {@action Tumble Through} or perform the skill action listed in your swashbuckler's style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM's discretion."
			]
		},
		{
			"name": "Paradoxical Mystery",
			"source": "APG",
			"page": 81,
			"level": 20,
			"traits": [
				"oracle"
			],
			"prerequisites": "{@feat Greater Revelation|APG}",
			"entries": [
				"The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the {@trait cursebound} trait."
			]
		},
		{
			"name": "Parry And Riposte",
			"source": "APG",
			"page": 93,
			"level": 18,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "{@feat Opportune Riposte}",
			"entries": [
				"Your parries and finishers allow you to riposte with the slightest provocation. You can use {@feat Opportune Riposte|APG} against an enemy who fails at a {@action Strike} against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, {@feat Dueling Parry|APG}, or {@feat Twin Parry|APG}."
			]
		},
		{
			"name": "Parting Shot",
			"source": "APG",
			"page": 126,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"fighter"
			],
			"requirements": "You are wielding a loaded ranged weapon or a ranged weapon with {@trait reload||reload 0}.",
			"entries": [
				"You jump back and fire a quick shot that catches your opponent off guard. You {@action Step} and then make a ranged {@action Strike} with the required weapon. Your target is {@condition flat-footed} against the attack."
			]
		},
		{
			"name": "Party Crasher",
			"source": "APG",
			"page": 167,
			"level": 7,
			"featType": {
				"skill": [
					"Society"
				],
				"archetype": [
					"Dandy"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Dandy Dedication|APG}, master in {@skill Society}",
			"entries": [
				"You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend {@dice 1d4} hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies.",
				"This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved."
			]
		},
		{
			"name": "Path of Iron",
			"source": "APG",
			"page": 182,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 14,
			"featType": {
				"archetype": [
					"Martial Artist"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Martial Artist Dedication|APG}",
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"entries": [
				"With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You {@action Stride}; this movement doesn't trigger reactions. You can {@action Strike} up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks."
			]
		},
		{
			"name": "Patron's Breadth",
			"source": "APG",
			"page": 154,
			"level": 8,
			"featType": {
				"archetype": [
					"Witch"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Basic Witch Spellcasting|APG}",
			"entries": [
				"You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels."
			]
		},
		{
			"name": "Patron's Truth",
			"source": "APG",
			"page": 105,
			"level": 20,
			"traits": [
				"witch"
			],
			"prerequisites": "patron's gift",
			"entries": [
				"You have mastered the greatest secrets of your patron's magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-level spell slot."
			]
		},
		{
			"name": "Peafowl Stance",
			"source": "APG",
			"page": 128,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"monk",
				"stance"
			],
			"prerequisites": "{@feat Monastic Weaponry}",
			"requirements": "You are wielding a sword that has the {@trait monk} trait in one hand.",
			"entries": [
				"You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl. While in this stance, the only {@action Strike|CRB|Strikes} you can make are melee {@action Strike|CRB|Strikes} with the required sword. Once per round, after you hit with a monk sword {@action Strike}, you can {@action Step} as a free action as your next action."
			],
			"leadsTo": [
				"Peafowl Strut|APG"
			]
		},
		{
			"name": "Peafowl Strut",
			"source": "APG",
			"page": 129,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"flourish",
				"monk"
			],
			"prerequisites": "{@feat Peafowl Stance|APG}",
			"requirements": "You are in Peafowl Stance.",
			"entries": [
				"You slowly move across the battlefield with dangerous grace. {@action Step} twice and then {@action Strike}. The {@action Strike} must be made with the sword required by Peafowl Stance."
			]
		},
		{
			"name": "Penetrating Projectile",
			"source": "APG",
			"page": 111,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"barbarian",
				"flourish",
				"rage"
			],
			"requirements": "You are wielding a ranged or thrown weapon that deals piercing damage.",
			"entries": [
				"Your projectiles are unhindered by flesh and bone. Make a ranged {@action Strike} against each creature in a 30-foot line. These attacks ignore lesser cover, cover, and greater cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks."
			]
		},
		{
			"name": "Perfect Finisher",
			"source": "APG",
			"page": 93,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"finisher",
				"fortune",
				"swashbuckler"
			],
			"entries": [
				"You focus your panache into an impeccable assault. Make a {@action Strike}, rolling the attack roll twice and using the better result."
			]
		},
		{
			"name": "Performative Weapons Training",
			"source": "APG",
			"page": 175,
			"level": 6,
			"featType": {
				"archetype": [
					"Gladiator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Gladiator Dedication|APG}",
			"entries": [
				"You're skilled with flashy weapons. You are trained with the {@item bo staff}, {@item dueling cape|apg}, {@item spiked chain}, {@item sword cane|apg}, and {@item whip}. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed."
			]
		},
		{
			"name": "Perpetual Breadth",
			"source": "APG",
			"page": 107,
			"level": 8,
			"traits": [
				"alchemist"
			],
			"prerequisites": "perpetual infusions",
			"entries": [
				"You have expanded your supply of near-infinite items. Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field. If you have perpetual potency or perpetual perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison."
			]
		},
		{
			"name": "Perpetual Scout",
			"source": "APG",
			"page": 177,
			"level": 6,
			"featType": {
				"archetype": [
					"Horizon Walker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Horizon Walker Dedication|APG}",
			"entries": [
				"You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the {@action Scout} exploration activity, even if you are performing another exploration activity. If you're legendary in {@skill Survival}, you gain these benefits in any terrain."
			]
		},
		{
			"name": "Phase Arrow",
			"source": "APG",
			"page": 173,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype",
				"conjuration",
				"magical"
			],
			"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow {@action Strike} against a foe who is {@condition observed} or {@condition hidden} to you (but not {@condition undetected}). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the {@condition concealed} condition, the {@condition hidden} condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The {@action Strike}'s damage can't be reduced with a {@feat Shield Block} reaction using a non-magical shield."
			]
		},
		{
			"name": "Phonetic Training",
			"source": "APG",
			"page": 178,
			"level": 4,
			"featType": {
				"skill": [
					"Society"
				],
				"archetype": [
					"Linguist"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Linguist Dedication|APG}, expert in {@skill Society}",
			"entries": [
				"You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them.",
				"Memorizing long sequences of words remains just as difficult as it is normally."
			]
		},
		{
			"name": "Pick Up the Pace",
			"source": "APG",
			"page": 208,
			"level": 3,
			"traits": [
				"general"
			],
			"prerequisites": "Constitution 14",
			"entries": [
				"You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can {@action Hustle} for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could {@action Hustle} alone."
			],
			"leadsTo": [
				"Caravan Leader|APG"
			]
		},
		{
			"name": "Pied Piping",
			"source": "APG",
			"page": 115,
			"level": 20,
			"traits": [
				"bard"
			],
			"entries": [
				"You learn the {@spell pied piping|APG} composition spell, which enables you to control the actions of weak-minded individuals."
			]
		},
		{
			"name": "Pilgrim's Token",
			"source": "APG",
			"page": 208,
			"level": 1,
			"featType": {
				"skill": [
					"Religion"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Religion}",
			"entries": [
				"You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first."
			],
			"special": [
				"If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or {@action Craft} a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 {@skill Religion} check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement."
			]
		},
		{
			"name": "Pinch Time",
			"source": "APG",
			"page": 47,
			"level": 9,
			"traits": [
				"half-elf"
			],
			"entries": [
				"One of your parents has a human life span and another an elven life span, with your own somewhere between. As a result, you have an unusual perspective on time, which you've learned to manifest to aid yourself in moments of stress. You gain {@spell haste} as a 3rd-level arcane innate spell, though you can target only yourself. You can {@action Cast a Spell||Cast this Spell} once per day."
			]
		},
		{
			"name": "Pinning Fire",
			"source": "APG",
			"page": 129,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 8,
			"traits": [
				"monk"
			],
			"trigger": "You use {@action Flurry of Blows} to make two ranged piercing weapon {@action Strike|CRB|Strikes} against the same target.",
			"entries": [
				"You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become {@condition immobilized} until it or an adjacent creature succeeds at a DC 10 {@skill Athletics} check to remove the pinning projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort."
			]
		},
		{
			"name": "Pinpoint Poisoner",
			"source": "APG",
			"page": 107,
			"level": 8,
			"traits": [
				"alchemist"
			],
			"entries": [
				"Unsuspecting targets are especially vulnerable to your poisons. When you successfully {@action Strike} a {@condition flat-footed} creature with a poisoned weapon or expose a {@condition flat-footed} creature to an inhaled poison, the {@condition flat-footed} condition also gives that creature a \u20132 circumstance penalty to its initial save against that poison."
			]
		},
		{
			"name": "Pirate Dedication",
			"source": "APG",
			"page": 185,
			"level": 2,
			"featType": {
				"archetype": [
					"Pirate"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"entries": [
				"As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in {@skill Lore||Sailing Lore}, or become an expert in it if you were already trained. You ignore the effects of {@quickref difficult terrain||3|terrain} or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action.",
				{
					"type": "ability",
					"name": "Boarding Assault",
					"activity": {
						"number": 2,
						"unit": "action"
					},
					"traits": [
						"flourish"
					],
					"entries": [
						"Either {@action Stride} twice or attempt an {@skill Acrobatics} check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee {@action Strike} that deals one additional weapon damage die."
					]
				}
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the pirate archetype."
			],
			"leadsTo": [
				"Pirate Weapon Training|APG",
				"Rope Runner|APG",
				"Walk the Plank|APG"
			]
		},
		{
			"name": "Pirate Weapon Training",
			"source": "APG",
			"page": 185,
			"level": 4,
			"featType": {
				"archetype": [
					"Pirate"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Pirate Dedication|APG}",
			"entries": [
				"You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: {@item hatchet}, {@item rapier}, {@item scimitar}, and {@item whip}. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons."
			]
		},
		{
			"name": "Pitborn",
			"source": "APG",
			"page": 40,
			"level": 1,
			"traits": [
				"lineage",
				"tiefling"
			],
			"entries": [
				"Your blood bears the mark of a {@trait demon}, a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in {@skill Athletics}. If you were already trained in {@skill Athletics} (from your background or class, for example), you instead become trained in a skill of your choice.",
				"You also gain any one common 1st-level skill feat with a prerequisite of trained in {@skill Athletics}, as reflects the manifestation of your Abyssal blood."
			],
			"leadsTo": [
				"Demon Magic|APG"
			]
		},
		{
			"name": "Plant Evidence",
			"source": "APG",
			"page": 134,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@feat Pickpocket}",
			"entries": [
				"You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a {@skill Thievery} check against their {@skill Perception} DC. If you have the ruffian racket, you can do this as a free action when you successfully {@action Shove} a target."
			]
		},
		{
			"name": "Play To the Crowd",
			"source": "APG",
			"page": 175,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Gladiator"
				]
			},
			"traits": [
				"archetype",
				"concentrate"
			],
			"prerequisites": "{@feat Gladiator Dedication|APG}",
			"trigger": "You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators.",
			"entries": [
				"You show off for the crowd. Attempt a {@skill Performance} check; the DC is determined by the GM but is typically the standard DC for your level or the DC to {@action Make an Impression} on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits:",
				{
					"type": "list",
					"items": [
						"A number of temporary Hit Points equal to your character level; these last for 1 minute.",
						"A +1 circumstance bonus to AC until the end of your next turn.",
						"A +1 circumstance bonus to your next attack roll before the end of your next turn."
					]
				}
			],
			"leadsTo": [
				"Call Your Shot|APG"
			]
		},
		{
			"name": "Plentiful Snares",
			"source": "APG",
			"page": 194,
			"level": 12,
			"featType": {
				"archetype": [
					"Snarecrafter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Snarecrafter Dedication|APG}",
			"entries": [
				"You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by {@feat Snarecrafter Dedication|APG}."
			]
		},
		{
			"name": "Plot the Future",
			"source": "APG",
			"page": 64,
			"level": 14,
			"traits": [
				"uncommon",
				"concentrate",
				"investigator",
				"prediction"
			],
			"entries": [
				"You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn."
			]
		},
		{
			"name": "Poison Coat",
			"source": "APG",
			"page": 186,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Poisoner"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Poisoner Dedication|APG}",
			"trigger": "A creature adjacent to you hits you with a melee unarmed {@action Strike}.",
			"requirements": "You have prepared your clothing to poison attackers (see below).",
			"entries": [
				"In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time.",
				"When you use this reaction, the triggering creature is exposed to the suffused poison."
			]
		},
		{
			"name": "Poisoner Dedication",
			"source": "APG",
			"page": 186,
			"level": 2,
			"featType": {
				"archetype": [
					"Poisoner"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You make a point of always having a few toxins near at hand\u2014you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits (page 150), though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own."
			],
			"special": [
				"You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype."
			],
			"leadsTo": [
				"Acquired Tolerance|APG",
				"Expert Poisoner|APG",
				"Poison Coat|APG",
				"Poisoner's Twist|APG"
			]
		},
		{
			"name": "Poisoner's Twist",
			"source": "APG",
			"page": 186,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Poisoner"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Poisoner Dedication|APG}, trained in {@skill Medicine}",
			"requirements": "Your last action was a successful melee {@action Strike} that dealt damage against a target that is afflicted by a poison, and you know which poison.",
			"entries": [
				"Poisons attack specific parts of the body\u2014one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal {@damage 1d6} damage of the required {@action Strike}'s damage type and {@damage 1d6} poison damage to the target. If you're at least 18th level, you deal {@damage 2d6} damage of each type."
			]
		},
		{
			"name": "Portentous Spell",
			"source": "APG",
			"page": 81,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"manipulate",
				"mental",
				"metamagic",
				"oracle",
				"visual"
			],
			"entries": [
				"Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes. If the next action you use is to {@action Cast a Spell}, any creature that attempts to use a reaction triggered by your {@action Cast a Spell} activity takes a \u20132 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are {@condition fascinated} with you until the start of your next turn."
			]
		},
		{
			"name": "Posse",
			"source": "APG",
			"page": 163,
			"level": 4,
			"featType": {
				"archetype": [
					"Bounty Hunter"
				]
			},
			"traits": [
				"archetype",
				"exploration"
			],
			"prerequisites": "{@feat Bounty Hunter Dedication|APG}",
			"requirements": "You have designated prey with {@action Hunt Prey}.",
			"entries": [
				"By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to {@action Seek} your prey, to {@action Track} your prey, and to {@action Gather Information} about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey.",
				"This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM."
			]
		},
		{
			"name": "Poultice Preparation",
			"source": "APG",
			"page": 176,
			"level": 4,
			"featType": {
				"archetype": [
					"Herbalist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Herbalist Dedication|APG}",
			"entries": [
				"When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the {@trait oil} trait (but remains alchemical, not magical) and loses the {@trait elixir} and {@trait ingested} traits. You can apply a poultice by Interacting with one hand.",
				"When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of {@condition persistent damage||persistent acid, bleed, or fire damage}, with the DC reduction from appropriate assistance."
			]
		},
		{
			"name": "Prairie Rider",
			"source": "APG",
			"page": 46,
			"level": 1,
			"traits": [
				"halfling"
			],
			"entries": [
				"You grew up riding your clan's shaggy ponies and riding dogs. You become trained in {@skill Nature}. If you would automatically become trained in {@skill Nature} (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to {@action Command an Animal} if the target is a traditional halfling mount, such as a pony or riding dog."
			]
		},
		{
			"name": "Precious Arrow",
			"source": "APG",
			"page": 173,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype",
				"magical",
				"transmutation"
			],
			"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
			"entries": [
				"You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose {@item cold iron (generic)||cold iron} or {@item silver (generic)||silver}; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add {@item adamantine (generic)||adamantine} to the list of materials you can choose from."
			]
		},
		{
			"name": "Precise Finisher",
			"source": "APG",
			"page": 91,
			"level": 6,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "{@action Confident Finisher|APG}",
			"entries": [
				"Even when your foe avoids your {@action Confident Finisher|APG}, you can still hit a vital spot. On a failure with {@action Confident Finisher|APG}, you apply your full precise strike damage instead of half."
			]
		},
		{
			"name": "Predictable!",
			"source": "APG",
			"page": 135,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"rogue"
			],
			"entries": [
				"By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a {@skill Perception} check to {@action Sense Motive} against the foe's {@skill Deception} DC or a hard DC of the foe's level, whichever is higher.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn.",
						"Success": "You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1.",
						"Failure": "You fail to discern the target's strategy and gain no benefit.",
						"Critical Failure": "You misinterpret the target's strategy and take a \u20131 circumstance penalty to AC against the creature until the start of your next turn, and a \u20131 circumstance penalty to your next saving throw against the creature before the start of your next turn."
					}
				}
			]
		},
		{
			"name": "Predictive Purchase",
			"source": "APG",
			"page": 63,
			"add_hash": "Investigator",
			"level": 6,
			"traits": [
				"investigator"
			],
			"entries": [
				"You have just the thing for the situation. You gain the {@feat Prescient Planner|apg} and {@feat Prescient Consumable|apg} feats. When using {@feat Prescient Planner|apg}, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute."
			]
		},
		{
			"name": "Predictive Purchase",
			"source": "APG",
			"page": 136,
			"add_hash": "Rogue",
			"level": 8,
			"traits": [
				"rogue"
			],
			"entries": [
				"You somehow manage to have just the thing for the situation. You gain the {@feat Prescient Planner|apg} and {@feat Prescient Consumable|apg} feats. When using {@feat Prescient Planner|apg}, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so."
			]
		},
		{
			"name": "Premonition of Avoidance",
			"source": "APG",
			"page": 122,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"cleric"
			],
			"trigger": "You attempt a saving throw against a hazard, but you haven't rolled yet.",
			"entries": [
				"Your deity grants you limited foresight, warning you of dangers an instant before they occur. You gain a +2 circumstance bonus to the triggering saving throw."
			],
			"leadsTo": [
				"Shared Avoidance|APG"
			]
		},
		{
			"name": "Premonition of Clarity",
			"source": "APG",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"cleric",
				"fortune"
			],
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "You fail a saving throw against a {@trait mental} effect.",
			"entries": [
				"Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse."
			],
			"leadsTo": [
				"Shared Clarity|APG"
			]
		},
		{
			"name": "Preparation",
			"source": "APG",
			"page": 136,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"flourish",
				"rogue"
			],
			"entries": [
				"You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction."
			]
		},
		{
			"name": "Prescient Consumable",
			"source": "APG",
			"page": 208,
			"level": 7,
			"traits": [
				"general"
			],
			"prerequisites": "{@feat Prescient Planner|APG}",
			"entries": [
				"You can predict which consumables you might need in advance. When using {@feat Prescient Planner|apg}, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you {@condition encumbered}."
			]
		},
		{
			"name": "Prescient Planner",
			"source": "APG",
			"page": 208,
			"level": 3,
			"traits": [
				"general"
			],
			"cost": "the Price of the chosen item",
			"requirements": "You haven't used this ability since the last time you were able to purchase goods.",
			"entries": [
				"You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased\u2014you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of {@filter adventuring gear|items||type=|category=!armor;!weapon;adventuring gear|item=!alchemical;!magical}, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you {@condition encumbered}."
			],
			"leadsTo": [
				"Prescient Consumable|APG"
			]
		},
		{
			"name": "Prevailing Position",
			"source": "APG",
			"page": 130,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"monk"
			],
			"prerequisites": "at least one stance feat",
			"trigger": "You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance.",
			"entries": [
				"Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack."
			]
		},
		{
			"name": "Primal Aegis",
			"source": "APG",
			"page": 125,
			"level": 18,
			"traits": [
				"druid"
			],
			"entries": [
				"You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage."
			]
		},
		{
			"name": "Pristine Weapon",
			"source": "APG",
			"page": 124,
			"level": 10,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Verdant Weapon|APG}",
			"entries": [
				"Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as {@item cold iron (generic)||cold iron} and {@item silver (generic)||silver}. If you critically hit a creature that has a weakness to cold iron or silver, the target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} as the primal energies within your weapon slow its natural healing."
			]
		},
		{
			"name": "Project Persona",
			"source": "APG",
			"page": 44,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 5,
			"traits": [
				"concentrate",
				"gnome",
				"illusion",
				"primal",
				"visual"
			],
			"entries": [
				"Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} by {@action seek||Seeking} or touching your armor. The DC equals your Will DC."
			]
		},
		{
			"name": "Quick Change",
			"source": "APG",
			"page": 197,
			"level": 7,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "master in {@skill Deception}, {@feat Vigilante Dedication|APG}",
			"entries": [
				"You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in {@skill Deception}, you can perform this change as a 1-action activity."
			]
		},
		{
			"name": "Quick Contacts",
			"source": "APG",
			"page": 208,
			"level": 2,
			"featType": {},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Society}; {@feat Connections} or {@feat Underworld Connections|APG}",
			"entries": [
				"You know where to go, who to talk to, and how to make new connections, fast. Upon entering a new settlement, spending 1 day of downtime allows you to build enough connections to make use of the {@feat Connections} or {@feat Criminal Connections|APG|Underworld Connections} feats. If you're legendary in {@skill Society}, you can form the required connections within 1 hour of entering a new settlement."
			]
		},
		{
			"name": "Quick Fix",
			"source": "APG",
			"page": 195,
			"level": 4,
			"featType": {
				"archetype": [
					"Talisman Dabbler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Talisman Dabbler Dedication|APG}",
			"entries": [
				"You can attach a talisman using only a bit of glue and some string. You gain the {@feat Rapid Affixture|APG} skill feat, even if you don't meet the prerequisites.",
				"When you use it, you can affix or remove up to four talismans in 1 minute instead of just one.",
				"You gain the ability to {@action Affix a Talisman} as a 3-action activity from that feat at 12th level, regardless of your {@skill Crafting} proficiency."
			]
		},
		{
			"name": "Quick Mount",
			"source": "APG",
			"page": 164,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"skill": [
					"Nature"
				],
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}, expert in {@skill Nature}",
			"requirements": "You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.",
			"entries": [
				"You and your mount can spring into action at a moment's notice. You {@action Mount} the creature and {@action Command an Animal} to issue it an order of your choice."
			]
		},
		{
			"name": "Quick Shot",
			"source": "APG",
			"page": 157,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Archer"
				]
			},
			"traits": [
				"archetype",
				"open"
			],
			"prerequisites": "{@feat Archer Dedication|APG}",
			"entries": [
				"You draw your bow and attack with the same action. You {@action Interact} to draw a weapon from the {@group bow} weapon group that is loaded or has {@trait reload||reload 0}, then {@action Strike} with that weapon."
			]
		},
		{
			"name": "Quick Stow",
			"source": "APG",
			"page": 23,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 5,
			"traits": [
				"ratfolk"
			],
			"prerequisites": "{@feat Cheek Pouches|APG}",
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"entries": [
				"You are adept at quickly moving items into your cheek pouches. You {@action Interact} to store one held item in your cheek pouches (provided it fits)."
			]
		},
		{
			"name": "Quick Study",
			"source": "APG",
			"page": 179,
			"level": 4,
			"featType": {
				"archetype": [
					"Loremaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Loremaster Dedication|APG}",
			"entries": [
				"During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one {@skill Lore} skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a {@skill Lore} skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat."
			]
		},
		{
			"name": "Quickened Casting",
			"source": "APG",
			"page": 80,
			"add_hash": "Oracle",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"concentrate",
				"metamagic",
				"oracle"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"If your next action is to cast an oracle cantrip or an oracle spell that is at least 2 levels lower than the highest-level oracle spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action)."
			]
		},
		{
			"name": "Quickened Casting",
			"source": "APG",
			"page": 103,
			"add_hash": "Witch",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"traits": [
				"concentrate",
				"metamagic",
				"witch"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"If your next action is to cast a witch cantrip or a witch spell that is at least 2 levels lower than the highest-level witch spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action)."
			]
		},
		{
			"name": "Radiant Infusion",
			"source": "APG",
			"page": 122,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "good alignment, healing font",
			"entries": [
				"You pour invigorating positive energy into a living ally. If the next action you use is to cast {@spell heal} to restore Hit Points to a single living creature, the target deals an additional {@damage 1d6} positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the {@spell heal} spell is at least 5th level, this damage increases to {@dice 2d6}, or {@dice 3d6} if the spell is at least 8th level."
			]
		},
		{
			"name": "Rallying Charge",
			"source": "APG",
			"page": 180,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"open",
				"visual"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"entries": [
				"Your fearless charge into battle reinvigorates your allies to carry on the fight. You {@action Stride} up to your Speed and make a melee {@action Strike}. If your {@action Strike} hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn."
			]
		},
		{
			"name": "Rampaging Ferocity",
			"source": "APG",
			"page": 19,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 17,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Orc Ferocity}",
			"trigger": "You use {@feat Orc Ferocity}.",
			"entries": [
				"You lash out viciously even as you fend off death. Make a single melee {@action Strike}. If this {@action Strike} brings a foe to 0 Hit Points, this activation of {@feat Orc Ferocity} doesn't count against its frequency."
			]
		},
		{
			"name": "Ranger's Bramble",
			"source": "APG",
			"page": 132,
			"level": 6,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden spells",
			"entries": [
				"You can cause plants to grow and trap your foes with thorns. You gain the {@spell ranger's bramble|apg} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Rapid Affixture",
			"source": "APG",
			"page": 208,
			"level": 7,
			"featType": {
				"skill": [
					"Crafting"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Crafting}",
			"entries": [
				"You take only 1 minute to {@action Affix a Talisman}. If you're legendary in {@skill Crafting}, you can {@action Affix a Talisman} as a 3-action activity."
			]
		},
		{
			"name": "Rapid Response",
			"source": "APG",
			"page": 122,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 2,
			"traits": [
				"cleric"
			],
			"trigger": "An ally is reduced to 0 Hit Points.",
			"entries": [
				"You work quickly and efficiently in times of danger to deliver needed assistance. You {@action Stride} towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement."
			]
		},
		{
			"name": "Rat Familiar",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"You have a pet rat that has become magically bonded to you. You gain a {@filter familiar|companionsfamiliars||Type=Familiar}, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat."
			]
		},
		{
			"name": "Rat Form",
			"source": "APG",
			"page": 23,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"concentrate",
				"polymorph",
				"primal",
				"ratfolk",
				"transmutation"
			],
			"entries": [
				"You can transform into an innocuous-looking rat to scout an area or slip through tight spaces. You gain the effects of a 1st-level {@spell pest form} spell, except that you must assume the battle form of a Tiny rat."
			]
		},
		{
			"name": "Rat Magic",
			"source": "APG",
			"page": 23,
			"level": 5,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"There always seems to be a little rat around to carry messages for you. You can cast {@spell animal messenger} once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost."
			]
		},
		{
			"name": "Ratfolk Lore",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in {@skill Acrobatics} 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||Ratfolk Lore}."
			]
		},
		{
			"name": "Ratspeak",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"To you, the squeaking of rats and other rodents makes a strange kind of sense. You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents."
			]
		},
		{
			"name": "Razzle-dazzle",
			"source": "APG",
			"page": 44,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 1,
			"traits": [
				"gnome"
			],
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "You blind or dazzle a creature.",
			"entries": [
				"You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the {@condition blinded} or {@condition dazzled} condition you give the target by 1 round."
			]
		},
		{
			"name": "Reach Spell",
			"source": "APG",
			"page": 79,
			"add_hash": "Oracle",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"concentrate",
				"metamagic",
				"oracle"
			],
			"entries": [
				"You can extend your spells' range. If the next action you use is to {@action Cast a Spell} that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet."
			]
		},
		{
			"name": "Reach Spell",
			"source": "APG",
			"page": 101,
			"add_hash": "Witch",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"concentrate",
				"metamagic",
				"witch"
			],
			"entries": [
				"You can extend the range of your spells. If the next action you use is to {@action Cast a Spell} that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet."
			]
		},
		{
			"name": "Reactive Transformation",
			"source": "APG",
			"page": 125,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"druid"
			],
			"prerequisites": "{@feat Wild Shape}; {@feat Dragon Shape}, {@feat Elemental Shape},",
			"trigger": "varies",
			"entries": [
				"You transform reflexively when in danger. You cast {@spell wild shape} to transform into one form granted by one of the prerequisite feats you have, depending on the trigger.",
				"Your form's resistances and weaknesses apply against the triggering damage.",
				{
					"type": "list",
					"items": [
						"{@bold Trigger} You fall 10 feet or more; {@b Effect} Choose a form from aerial form.",
						"{@bold Trigger} You take acid, cold, electricity, fire, or poison damage; {@b Effect} Choose a form from dragon form that resists the triggering damage.",
						"{@bold Trigger} You take fire damage; {@b Effect} Choose a fire elemental form from elemental form.",
						"{@bold Trigger} You take poison damage; {@b Effect} Choose a form from plant form."
					]
				}
			]
		},
		{
			"name": "Read Disaster",
			"source": "APG",
			"page": 80,
			"level": 8,
			"traits": [
				"divination",
				"exploration",
				"oracle",
				"prediction"
			],
			"entries": [
				"You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of {@spell augury}, except you learn only about the dangers ahead; any results of \"weal\" are instead \"nothing,\" and results of \"weal and woe\" are instead \"woe.\" If you are legendary in {@skill Religion}, you take only 1 minute to Read Disaster."
			]
		},
		{
			"name": "Read Shibboleths",
			"source": "APG",
			"page": 178,
			"level": 7,
			"featType": {
				"skill": [
					"Society"
				],
				"archetype": [
					"Linguist"
				]
			},
			"traits": [
				"archetype",
				"linguistic",
				"skill"
			],
			"prerequisites": "{@feat Linguist Dedication|APG}, master in {@skill Society}",
			"entries": [
				"All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a {@skill Deception}, {@skill Society}, or appropriate {@skill Lore} check against your {@skill Society} DC, providing you a false minor fact consistent with their assumed identity on a success.",
				"Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your {@skill Diplomacy} and {@skill Deception} checks with them."
			]
		},
		{
			"name": "Reason Rapidly",
			"source": "APG",
			"page": 64,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"investigator"
			],
			"entries": [
				"Your mind works through clues at an unbelievable speed. You instantly use up to five {@action Recall Knowledge} actions. If you have any special abilities or free actions that would normally be triggered when you {@action Recall Knowledge}, you can't use them for these actions."
			]
		},
		{
			"name": "Rebounding Toss",
			"source": "APG",
			"page": 126,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"fighter",
				"flourish"
			],
			"requirements": "You are wielding a thrown weapon.",
			"entries": [
				"You bounce your weapon off one foe to strike another. Make a ranged {@action Strike} with a thrown weapon. If this {@action Strike} hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional {@action Strike} against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks."
			]
		},
		{
			"name": "Reckless Abandon",
			"source": "APG",
			"page": 45,
			"add_hash": "Goblin",
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 17,
			"traits": [
				"fortune",
				"goblin"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, enemies and hazards that would damage you this turn roll the minimum possible damage.",
				"These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a prismatic wall. {@condition Persistent damage} and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you."
			]
		},
		{
			"name": "Reconstruct the Scene",
			"source": "APG",
			"page": 65,
			"add_hash": "Investigator",
			"level": 16,
			"traits": [
				"concentrate",
				"investigator"
			],
			"entries": [
				"You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through."
			]
		},
		{
			"name": "Reconstruct the Scene",
			"source": "APG",
			"page": 137,
			"add_hash": "Rogue",
			"level": 16,
			"traits": [
				"concentrate",
				"rogue"
			],
			"entries": [
				"You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through."
			]
		},
		{
			"name": "Red Herring",
			"source": "APG",
			"page": 61,
			"level": 2,
			"traits": [
				"investigator"
			],
			"entries": [
				"You have a keen sense for avoiding spurious lines of inquiry. When you {@action Pursue a Lead|APG}, the GM tells you if the lead you chose is inconsequential. For example, if you found a splatter of gray mud on the wall, thought it was suspicious, and {@action Pursue a Lead|APG|Pursued it as a Lead}, the GM would tell you if there was no greater mystery related to it. When the GM tells you a lead is inconsequential, you can decline to {@action Pursue a Lead|APG|Pursue the Lead}, keeping any leads you were already pursuing. You still can't use {@action Pursue a Lead|APG} again for 10 minutes, as normal."
			]
		},
		{
			"name": "Reflect Spell",
			"source": "APG",
			"page": 104,
			"add_hash": "Witch",
			"level": 14,
			"traits": [
				"witch"
			],
			"prerequisites": "{@feat Counterspell (Witch)|APG|Counterspell}",
			"entries": [
				"When you successfully use {@feat Counterspell (Witch)|APG|Counterspell} to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal."
			]
		},
		{
			"name": "Reflexive Riposte",
			"source": "APG",
			"page": 92,
			"level": 10,
			"traits": [
				"swashbuckler"
			],
			"prerequisites": "{@action Opportune Riposte|APG}",
			"entries": [
				"You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte."
			]
		},
		{
			"name": "Rejuvenating Touch",
			"source": "APG",
			"page": 121,
			"level": 18,
			"traits": [
				"champion"
			],
			"prerequisites": "devotion spell ({@spell lay on hands})",
			"entries": [
				"Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked {@condition unconscious}."
			]
		},
		{
			"name": "Relentless Wings",
			"source": "APG",
			"page": 41,
			"level": 17,
			"traits": [
				"tiefling"
			],
			"prerequisites": "{@feat Fiendish Wings|APG}",
			"entries": [
				"Your wings are now a permanent part of your physiology. You gain the effects of Fiendish Wings at all times, rather than just once per day for 10 minutes."
			]
		},
		{
			"name": "Reliable Luck",
			"source": "APG",
			"page": 11,
			"level": 17,
			"traits": [
				"catfolk"
			],
			"prerequisites": "{@feat Cat's Luck|APG}",
			"entries": [
				"You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day."
			]
		},
		{
			"name": "Remediate",
			"source": "APG",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"prerequisites": "harmful font or healing font",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"entries": [
				"If your next action is to use your divine font to cast a 3-action {@spell heal} or {@spell harm} spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your {@spell heal} or {@spell harm} spell to attempt to counteract one effect in the spell's area with the {@trait chaotic}, {@trait evil}, {@trait good}, or {@trait lawful} trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait."
			]
		},
		{
			"name": "Remote Trigger",
			"source": "APG",
			"page": 194,
			"level": 6,
			"featType": {
				"archetype": [
					"Snarecrafter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Snarecrafter Dedication|APG}",
			"entries": [
				"You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can {@action Strike} a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged {@action Strike} against the {@skill Crafting} DC, triggering the snare only if you hit."
			]
		},
		{
			"name": "Resilient Touch",
			"source": "APG",
			"page": 120,
			"level": 10,
			"traits": [
				"champion"
			],
			"prerequisites": "devotion spell ({@spell lay on hands})",
			"entries": [
				"Your healing energies create an aura of protection that defends your allies against more than just blades and arrows.",
				"An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their saving throws until the end of their next turn."
			]
		},
		{
			"name": "Resist Ruin",
			"source": "APG",
			"page": 38,
			"level": 13,
			"traits": [
				"duskwalker"
			],
			"entries": [
				"Your duskwalker heritage allows you to extend protection against negative energy to yourself or an ally in need. You gain resistance 5 to negative energy, and once per day, you can cast {@spell death ward} as a divine innate spell."
			]
		},
		{
			"name": "Resounding Blow",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"barbarian",
				"rage"
			],
			"requirements": "You are wielding a melee weapon that deals bludgeoning damage.",
			"entries": [
				"You strike your enemy in the head with such force that their ears ring. Make a melee {@action Strike}. If the {@action Strike} hits and deals damage, the target is {@condition deafened} until the start of your next turn (or for 1 minute on a critical hit)."
			]
		},
		{
			"name": "Resounding Bravery",
			"source": "APG",
			"page": 127,
			"level": 8,
			"traits": [
				"fighter"
			],
			"prerequisites": "bravery",
			"entries": [
				"Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a {@trait fear} effect."
			]
		},
		{
			"name": "Resounding Finale",
			"source": "APG",
			"page": 115,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 16,
			"traits": [
				"abjuration",
				"bard",
				"concentrate"
			],
			"prerequisites": "maestro muse",
			"trigger": "You or an ally benefiting from your composition spell would take sonic damage.",
			"entries": [
				"You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell's effects gain sonic resistance against the triggering damage equal to twice the composition spell's level."
			]
		},
		{
			"name": "Resourceful Ritualist",
			"source": "APG",
			"page": 187,
			"level": 6,
			"featType": {
				"archetype": [
					"Ritualist"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Ritualist Dedication|APG}",
			"entries": [
				"You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master."
			]
		},
		{
			"name": "Resuscitate",
			"source": "APG",
			"page": 184,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 16,
			"featType": {
				"archetype": [
					"Medic"
				]
			},
			"traits": [
				"archetype",
				"healing",
				"manipulate"
			],
			"prerequisites": "{@feat Medic Dedication|APG}, legendary in {@skill Medicine}",
			"requirements": "You are holding healer's tools or are wearing them and have a hand free.",
			"entries": [
				"You can use {@skill Medicine} to resuscitate the dead. Attempt a DC 40 {@skill Medicine} check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of {@spell raise dead}, except it still has the {@condition wounded} condition it had before {@condition dying}, increased by 1 (or {@condition wounded 1} if it wasn't {@condition wounded} before {@condition dying}). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day."
			]
		},
		{
			"name": "Return Fire",
			"source": "APG",
			"page": 129,
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "{@feat Deflect Arrow}, {@feat Monastic Archer Stance|APG}",
			"requirements": "You are in Monastic Archer Stance, are wielding a bow, and have a free hand.",
			"entries": [
				"Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect an Arrow, as part of that reaction you can immediately make a ranged bow {@action Strike} by firing the arrow you deflected from your own bow."
			]
		},
		{
			"name": "Returning Throw",
			"source": "APG",
			"page": 42,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"dwarf"
			],
			"entries": [
				"You have mastered the technique of arcing a projectile so that it returns to your hand after being thrown, though this requires a moment to precisely calculate the trajectory and possible ricochets. Make a ranged {@action Strike} with a thrown weapon. Once the {@action Strike} is complete, the weapon arcs or ricochets back to your hand. If your hands are full when the weapon returns, it falls to the ground in your space."
			]
		},
		{
			"name": "Reverberate",
			"source": "APG",
			"page": 114,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 12,
			"traits": [
				"bard"
			],
			"trigger": "You would take sonic damage from a spell.",
			"entries": [
				"You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a {@skill Performance} check against the spell DC of the creature that cast the triggering spell.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You reduce the triggering damage by an amount up to four times your level. The caster takes sonic damage equal to the amount of damage you reduced in this way.",
						"Success": "As critical success, but you reduce the triggering damage by an amount up to twice your level.",
						"Critical Failure": "You misdirect the sonic waves at yourself, taking twice the triggering damage."
					}
				}
			]
		},
		{
			"name": "Reverse Engineering",
			"source": "APG",
			"page": 190,
			"level": 4,
			"featType": {
				"skill": [
					"Crafting"
				],
				"archetype": [
					"Scrounger"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "expert in {@skill Crafting}, {@feat Scrounger Dedication|APG}",
			"entries": [
				"You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to {@skill Crafting} checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your {@skill Crafting} check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value."
			]
		},
		{
			"name": "Ricochet Feint",
			"source": "APG",
			"page": 136,
			"level": 12,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@feat Ricochet Stance (Rogue)|APG|Ricochet Stance}",
			"entries": [
				"While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a {@action Feint} against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach."
			]
		},
		{
			"name": "Ricochet Stance",
			"source": "APG",
			"page": 126,
			"add_hash": "Fighter",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"fighter",
				"stance"
			],
			"entries": [
				"You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged {@action Strike} to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional {@action Strike|CRB|Strikes}. You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged {@action Strike} with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground."
			]
		},
		{
			"name": "Ricochet Stance",
			"source": "APG",
			"page": 136,
			"add_hash": "Rogue",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"rogue",
				"stance"
			],
			"entries": [
				"You adopt a {@trait stance} to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged {@action Strike} to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional {@action Strike|CRB|Strikes}. You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged {@action Strike} with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground."
			],
			"leadsTo": [
				"Ricochet Feint|APG"
			]
		},
		{
			"name": "Risky Surgery",
			"source": "APG",
			"page": 208,
			"level": 1,
			"featType": {
				"skill": [
					"Medicine"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Medicine}",
			"entries": [
				"Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you {@action Treat Wounds}, you can deal {@damage 1d8} slashing damage to your patient just before applying the effects of {@action Treat Wounds}. If you do, you gain a +2 circumstance bonus to your {@skill Medicine} check to {@action Treat Wounds}, and if you roll a success, you get a critical success instead."
			]
		},
		{
			"name": "Rites of Convocation",
			"source": "APG",
			"page": 102,
			"level": 4,
			"traits": [
				"witch"
			],
			"entries": [
				"Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as {@spell summon animal}, {@spell summon construct}, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell's minimum spell level."
			]
		},
		{
			"name": "Rites of Transfiguration",
			"source": "APG",
			"page": 105,
			"level": 14,
			"traits": [
				"witch"
			],
			"entries": [
				"You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns baleful polymorph, even if baleful polymorph isn't on your tradition's spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you've prepared in one of your witch spell slots with a {@spell baleful polymorph} spell of the same level."
			]
		},
		{
			"name": "Ritual Researcher",
			"source": "APG",
			"page": 112,
			"level": 4,
			"traits": [
				"uncommon",
				"bard"
			],
			"prerequisites": "enigma muse, expert in {@skill Occultism}",
			"entries": [
				"Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual."
			]
		},
		{
			"name": "Ritualist Dedication",
			"source": "APG",
			"page": 187,
			"level": 4,
			"featType": {
				"archetype": [
					"Ritualist"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "expert in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"entries": [
				"You have begun to master the difficult art of casting rituals.",
				"You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well."
			],
			"special": [
				"You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it."
			],
			"leadsTo": [
				"Efficient Rituals|APG",
				"Speedy Rituals|APG",
				"Flexible Ritualist|APG",
				"Assured Ritualist|APG",
				"Resourceful Ritualist|APG"
			]
		},
		{
			"name": "Root Magic",
			"source": "APG",
			"page": 208,
			"level": 1,
			"featType": {
				"skill": [
					"Occultism"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Occultism}",
			"entries": [
				"Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in {@skill Occultism} or +3 if you're legendary."
			]
		},
		{
			"name": "Rope Runner",
			"source": "APG",
			"page": 185,
			"level": 4,
			"featType": {
				"archetype": [
					"Pirate"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Pirate Dedication|APG}; trained in {@skill Acrobatics} and {@skill Athletics}",
			"entries": [
				"You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an {@skill Athletics} check to {@action Climb} a rope or an {@skill Acrobatics} check to {@action Balance} on a rope, you get a critical success instead. You aren't {@condition flat-footed} while {@action Climb|CRB|Climbing} or {@action Balance|CRB|Balancing} on a rope."
			]
		},
		{
			"name": "Sacred Defender",
			"source": "APG",
			"page": 121,
			"level": 20,
			"traits": [
				"champion"
			],
			"entries": [
				"You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success."
			]
		},
		{
			"name": "Sacrifice Armor",
			"source": "APG",
			"page": 120,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"traits": [
				"champion"
			],
			"trigger": "You are hit by a {@action Strike} that deals physical damage.",
			"entries": [
				"With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes {@condition broken}, reducing its Hit Points to its {@condition Broken} Threshold. If your armor was already damaged, it is destroyed instead."
			],
			"leadsTo": [
				"Greater Interpose|APG"
			]
		},
		{
			"name": "Safe House",
			"source": "APG",
			"page": 196,
			"level": 4,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Vigilante Dedication|APG}",
			"entries": [
				"You establish a safe house\u2014a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your {@skill Deception} modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in {@skill Deception}, eight cubes if you're a master, and 16 cubes if you're legendary."
			]
		},
		{
			"name": "Safeguarded Spell",
			"source": "APG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"concentrate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You bring the magical wavelengths of your spell into sync with the ones produced by your own body. If the next action you take is to {@action Cast a Spell} with an area, you aren't affected by the spell even if you are within the area."
			]
		},
		{
			"name": "Scales of the Dragon",
			"source": "APG",
			"page": 169,
			"level": 4,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dragon Disciple Dedication|APG}",
			"entries": [
				"Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Your resistance from Dragon Disciple Dedication increases to 3 + half your level."
			]
		},
		{
			"name": "Scalpel's Point",
			"source": "APG",
			"page": 62,
			"level": 4,
			"traits": [
				"investigator"
			],
			"prerequisites": "{@class Investigator|APG|forensic medicine|forensic medicine} methodology",
			"entries": [
				"Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to {@action Devise a Stratagem|APG|Devising a Stratagem}, if your attack dealt piercing or slashing damage, you also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage} to your target."
			]
		},
		{
			"name": "Scamper",
			"otherSources": {
				"Reprinted": [
					"LTiBA|10"
				]
			},
			"source": "APG",
			"page": 14,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"kobold"
			],
			"requirements": "You are adjacent to at least one enemy.",
			"entries": [
				"You instinctively know how to flee danger. You {@action Stride} up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy."
			],
			"leadsTo": [
				"Tough Tumbler|EC3"
			]
		},
		{
			"name": "Scavenger's Search",
			"source": "APG",
			"page": 26,
			"level": 1,
			"traits": [
				"tengu"
			],
			"entries": [
				"You're always on the lookout for supplies and valuables. Each time you use the {@action Seek} action to search for objects (including secret doors and hazards), you can search for objects in your choice of a 10-foot emanation around you or an adjacent 15-foot-by-15-foot area, rather than a single adjacent 10-foot-by-10-foot area."
			]
		},
		{
			"name": "Scholastic Identification",
			"source": "APG",
			"page": 156,
			"level": 7,
			"featType": {
				"skill": [
					"Society"
				],
				"archetype": [
					"Archaeologist"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Archaeologist Dedication|APG}, master in {@skill Society}",
			"entries": [
				"You have the knowledge needed to understand ancient texts and cultural artifacts. You can use {@skill Society} when {@action Decipher Writing||Deciphering Writing}, no matter the type of writing you are examining. You can also use {@skill Society} to {@action Identify Magic} when examining a magic item or location with cultural significance."
			]
		},
		{
			"name": "Schooled in Secrets",
			"source": "APG",
			"page": 208,
			"level": 1,
			"featType": {
				"skill": [
					"Occultism"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Occultism}",
			"entries": [
				"You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use {@skill Occultism} in place of {@skill Diplomacy} to {@action Gather Information} about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you."
			]
		},
		{
			"name": "Scintillating Spell",
			"source": "APG",
			"page": 141,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"concentrate",
				"light",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"Your spells become a radiant display of light and color. If your next action is to {@action Cast a Spell} that doesn't have the {@trait darkness} trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is {@condition dazzled} for 1 round, and those who critically failed are instead {@condition blinded} for 1 round."
			]
		},
		{
			"name": "Scouring Rage",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"traits": [
				"barbarian"
			],
			"prerequisites": "an instinct that allows you to change your additional damage from {@action Rage} to a different damage type",
			"trigger": "You {@action Rage}.",
			"entries": [
				"You emit a powerful surge of instinctual energy when you unleash your potential. Each adjacent creature takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that {@action Rage}."
			]
		},
		{
			"name": "Scout Dedication",
			"source": "APG",
			"page": 188,
			"level": 2,
			"featType": {
				"archetype": [
					"Scout"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Stealth} and {@skill Survival}",
			"entries": [
				"You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the {@feat Scout's Warning (ranger)} ranger feat. When you're using the {@action Scout} exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the scout archetype."
			],
			"leadsTo": [
				"Fleeting Shadow|APG",
				"Scout's Charge|APG",
				"Scout's Pounce|APG",
				"Scout's Speed|APG",
				"Terrain Scout|APG",
				"Eclipsed Vitality|LOKL"
			]
		},
		{
			"name": "Scout's Charge",
			"source": "APG",
			"page": 188,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Scout"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Scout Dedication|APG}",
			"entries": [
				"You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. {@action Stride}, {@action Feint} against that opponent, and then make a {@action Strike} against that foe. For your {@action Feint}, you can attempt a {@skill Stealth} check instead of the {@skill Deception} check that's usually required, because you use the terrain around you to catch your foe off-guard."
			]
		},
		{
			"name": "Scout's Pounce",
			"source": "APG",
			"page": 188,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Scout"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Scout Dedication|APG}",
			"requirements": "You are {@condition hidden} from or {@condition undetected} by all of your opponents, and you aren't within 10 feet of any enemy.",
			"entries": [
				"You leap from the shadows to strike your foes. {@action Stride} up to your Speed, then {@action Strike} twice. If you were {@condition hidden} or {@condition unnoticed} by the target of these {@action Strike|CRB|Strikes}, your foe is {@condition flat-footed} against both attacks. Your multiple attack penalty applies normally for both attacks."
			]
		},
		{
			"name": "Scout's Speed",
			"source": "APG",
			"page": 188,
			"level": 6,
			"featType": {
				"archetype": [
					"Scout"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Scout Dedication|APG}",
			"entries": [
				"You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus."
			]
		},
		{
			"name": "Scroll Trickster Dedication",
			"source": "APG",
			"page": 189,
			"level": 2,
			"featType": {
				"archetype": [
					"Scroll Trickster"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"entries": [
				"You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the {@feat Trick Magic Item} feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to {@feat Trick Magic Item|CRB|Trick a Magic Item} that's a scroll, you get a failure instead."
			],
			"special": [
				"You can't select another dedication feat until you gain two other feats from the scroll trickster archetype."
			],
			"leadsTo": [
				"Basic Scroll Cache|APG",
				"Expert Scroll Cache|APG",
				"Master Scroll Cache|APG",
				"Skim Scroll|APG"
			]
		},
		{
			"name": "Scrounger Dedication",
			"source": "APG",
			"page": 190,
			"level": 2,
			"featType": {
				"archetype": [
					"Scrounger"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You can {@action Craft} items even without appropriate tools or a workshop, though you take a \u20132 item penalty to your {@skill Crafting} check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all.",
				"You can {@action Craft} temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial {@skill Crafting} check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6\u20139 on page 288 of the Core Rulebook)",
				"Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for {@dice 1d4} hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text.",
				"You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to {@action Craft} a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a \u20135 penalty to the {@skill Crafting} check (or a \u201310 penalty if the materials you used were particularly unsuitable, as determined by the GM)."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the scrounger archetype."
			],
			"leadsTo": [
				"Expert Disassembly|APG",
				"High-quality Scrounger|APG",
				"Reverse Engineering|APG"
			]
		},
		{
			"name": "Seasoned",
			"source": "APG",
			"page": 209,
			"level": 1,
			"featType": {
				"skill": [
					"Lore",
					"Lore",
					"Crafting"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "trained in {@skill Lore||Alcohol Lore}, {@skill Lore||Cooking Lore}, or {@skill Crafting}",
			"entries": [
				"You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to {@action Craft} food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2."
			]
		},
		{
			"name": "Second Chance Spell",
			"source": "APG",
			"page": 143,
			"level": 18,
			"traits": [
				"enchantment",
				"wizard"
			],
			"entries": [
				"When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can {@action Cast a Spell||Cast the Spell} again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn't grant you any benefits that you would normally gain for {@action Cast a Spell||Casting a Spell} from a spell slot."
			]
		},
		{
			"name": "Second Shield",
			"source": "APG",
			"page": 198,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Viking"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Viking Dedication|APG}",
			"trigger": "Your {@feat Shield Block} causes your shield to break or be destroyed.",
			"entries": [
				"You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can {@action Interact} to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield\u2014for example, a table or chair\u2014you can {@action Interact} to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the {@action Raise a Shield} action, as normal."
			]
		},
		{
			"name": "Seeker Arrow",
			"source": "APG",
			"page": 173,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"featType": {
				"archetype": [
					"Eldritch Archer"
				]
			},
			"traits": [
				"archetype",
				"divination",
				"magical"
			],
			"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
			"entries": [
				"Your shots zip around corners and fly at impossible angles to reach your target. Make a bow {@action Strike} against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's {@condition concealed} condition and all cover."
			]
		},
		{
			"name": "Selfless Parry",
			"source": "APG",
			"page": 171,
			"level": 8,
			"featType": {
				"archetype": [
					"Duelist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dueling Parry|APG}, {@feat Duelist Dedication|APG}",
			"entries": [
				"You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a {@action Strike} against an ally adjacent to you, not just against yourself."
			]
		},
		{
			"name": "Sense Allies",
			"source": "APG",
			"page": 47,
			"level": 5,
			"traits": [
				"human"
			],
			"entries": [
				"Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be {@condition undetected} by you are instead {@condition hidden} from you. The flat check for you to target willing allies within 60 feet that are {@condition hidden} from you is 5 instead of 11."
			]
		},
		{
			"name": "Sense Good",
			"source": "APG",
			"page": 120,
			"level": 8,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "tenets of evil",
			"entries": [
				"The presence of goodness sickens you with its saccharine self-righteousness. When in the presence of an {@table alignment aura||aura of good that is powerful or overwhelming}, you detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. A good 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 then temporarily immune to your Sense Good for 1 day."
			]
		},
		{
			"name": "Sense the Unseen",
			"source": "APG",
			"page": 64,
			"add_hash": "Investigator",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"investigator"
			],
			"trigger": "You fail a check to {@action Seek}.",
			"entries": [
				"When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any {@condition undetected} creatures in the area where you're Seeking, making them merely {@condition hidden} to you."
			]
		},
		{
			"name": "Sentinel Dedication",
			"source": "APG",
			"page": 191,
			"level": 2,
			"featType": {
				"archetype": [
					"Sentinel"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well.",
				"Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the sentinel archetype."
			],
			"leadsTo": [
				"Armor Specialist|APG",
				"Armored Rebuff|APG",
				"Mighty Bulwark|APG",
				"Steel Skin|APG"
			]
		},
		{
			"name": "Settlement Scholastics",
			"source": "APG",
			"page": 156,
			"level": 4,
			"featType": {
				"archetype": [
					"Archaeologist"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Archaeologist Dedication|APG}",
			"entries": [
				"Your studies open up new horizons. You become an expert in a {@skill Lore} skill about a specific settlement; if you were already trained in that {@skill Lore} skill, you also become trained in the {@skill Lore} skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language."
			],
			"special": [
				"You can take this feat multiple times. When you take this feat again, choose a different settlement."
			]
		},
		{
			"name": "Shadow Illusion",
			"source": "APG",
			"page": 192,
			"level": 12,
			"featType": {
				"archetype": [
					"Shadowdancer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shadow Magic|APG}",
			"entries": [
				"With an artful eye, you shape shadows into illusory forms. You gain the {@spell shadow illusion|APG} focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs."
			]
		},
		{
			"name": "Shadow Magic",
			"source": "APG",
			"page": 192,
			"level": 10,
			"featType": {
				"archetype": [
					"Shadowdancer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shadowdancer Dedication|APG}",
			"entries": [
				"You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: {@spell dance of darkness|apg} or {@spell shadow jump|apg}. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by meditating within an area of dim light or darkness.",
				"Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma."
			],
			"leadsTo": [
				"Additional Shadow Magic|APG",
				"Shadow Illusion|APG",
				"Shadow Power|APG"
			]
		},
		{
			"name": "Shadow Mark",
			"source": "APG",
			"page": 209,
			"level": 2,
			"featType": {
				"skill": [
					"Stealth"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Stealth}",
			"entries": [
				"You have learned special tricks that help you follow individuals without them noticing you. When you attempt a {@skill Stealth} check to {@action Avoid Notice} while following a specific target, the target takes a \u20132 circumstance penalty to their {@skill Perception} DC. If you have master proficiency in {@skill Stealth}, the penalty is \u20133 or \u20134 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their {@skill Perception} DC to determine if they notice you, as normal for {@action Sneak}."
			]
		},
		{
			"name": "Shadow Master",
			"source": "APG",
			"page": 192,
			"level": 18,
			"featType": {
				"archetype": [
					"Shadowdancer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shadowdancer Dedication|APG}",
			"entries": [
				"The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from {@action Strike|CRB|Strikes} with the {@item ghost touch} property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a {@trait fortune} effect."
			]
		},
		{
			"name": "Shadow Power",
			"source": "APG",
			"page": 192,
			"level": 14,
			"featType": {
				"archetype": [
					"Shadowdancer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shadow Magic|APG}",
			"entries": [
				"You can focus the shadows into a powerful blast. You can cast {@spell shadow blast|CRB} as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs."
			]
		},
		{
			"name": "Shadow Self",
			"source": "APG",
			"page": 46,
			"level": 17,
			"traits": [
				"halfling"
			],
			"prerequisites": "legendary {@skill Stealth}",
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "You successfully use {@skill Stealth} to {@action Hide} and become {@condition hidden} from all your current foes, or use {@skill Stealth} to {@action Sneak} and become {@condition undetected} to all your current foes.",
			"entries": [
				"With a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else. You become {@condition invisible} for 1 minute or until you take a {@condition hostile} action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be {@condition hidden} in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're {@condition hidden} there, but they don't discover your actual location."
			]
		},
		{
			"name": "Shadow Sneak Attack",
			"source": "APG",
			"page": 192,
			"level": 10,
			"featType": {
				"archetype": [
					"Shadowdancer"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Shadowdancer Dedication|APG}",
			"entries": [
				"You gain the {@classFeature sneak attack|rogue|crb|1} class feature, except you deal {@damage 1d6} precision damage regardless of your level.",
				"{@classFeature Sneak attack|rogue|crb|1} from multiple sources isn't cumulative. If you have {@classFeature sneak attack|rogue|crb|1} from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together."
			]
		},
		{
			"name": "Shadow's Web",
			"source": "APG",
			"page": 130,
			"level": 14,
			"traits": [
				"monk"
			],
			"prerequisites": "ki spells",
			"requirements": "You are in Clinging Shadows Initiate.",
			"entries": [
				"You launch a wave of shadowy ki outward from your body, damaging your opponents and potentially binding them in place. You gain the {@spell shadow's web|APG} ki spell.",
				"Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Shadowdancer Dedication",
			"source": "APG",
			"page": 192,
			"level": 8,
			"featType": {
				"archetype": [
					"Shadowdancer"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "master in {@skill Stealth}, expert in {@skill Performance}",
			"entries": [
				"You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain {@ability darkvision||greater darkvision}. You also gain a +2 circumstance bonus to {@skill Stealth} checks when you are within dim light or darkness."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the shadowdancer archetype."
			],
			"leadsTo": [
				"Shadow Magic|APG",
				"Additional Shadow Magic|APG",
				"Shadow Illusion|APG",
				"Shadow Power|APG",
				"Shadow Master|APG",
				"Shadow Sneak Attack|APG"
			]
		},
		{
			"name": "Shape of the Dragon",
			"source": "APG",
			"page": 169,
			"level": 14,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dragon Disciple Dedication|APG}",
			"entries": [
				"You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level {@spell dragon form} as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level.",
				"Any time you score a critical hit with an unarmed {@action Strike} gained from dragon form, you recharge the spell's breath weapon immediately."
			],
			"leadsTo": [
				"Mighty Dragon Shape|APG"
			]
		},
		{
			"name": "Shared Assault",
			"source": "APG",
			"page": 114,
			"level": 12,
			"traits": [
				"bard"
			],
			"prerequisites": "{@feat Courageous Assault|APG}",
			"entries": [
				"In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the {@action Strike} granted by that action, another ally affected by your {@spell inspire courage} composition spell can immediately use a reaction to make a melee {@action Strike}. Since the second ally wasn't the ally you chose for Courageous Assault, this effect doesn't continue to a third ally, even if the second ally also critically succeeds at their {@action Strike}."
			]
		},
		{
			"name": "Shared Avoidance",
			"source": "APG",
			"page": 122,
			"level": 10,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Premonition of Avoidance|APG}",
			"entries": [
				"You can project your premonitions of danger to your allies. When you use {@feat Premonition of Avoidance|APG}, allies within 15 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws."
			]
		},
		{
			"name": "Shared Clarity",
			"source": "APG",
			"page": 123,
			"level": 18,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Premonition of Clarity|APG}",
			"entries": [
				"You can project your premonitions of clarity to your allies. When you use {@feat Premonition of Clarity|APG}, allies within 15 feet of you who failed the same saving throw against the same {@trait mental} effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus."
			]
		},
		{
			"name": "Shared Luck",
			"source": "APG",
			"page": 11,
			"level": 9,
			"traits": [
				"catfolk"
			],
			"prerequisites": "{@feat Cat's Luck|APG}",
			"entries": [
				"When you use {@feat Cat's Luck|APG} to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result."
			]
		},
		{
			"name": "Shared Stratagem",
			"source": "APG",
			"page": 61,
			"level": 2,
			"traits": [
				"investigator"
			],
			"entries": [
				"The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn."
			],
			"leadsTo": [
				"Didactic Strike|APG"
			]
		},
		{
			"name": "Shattering Blows",
			"source": "APG",
			"page": 111,
			"level": 16,
			"traits": [
				"barbarian",
				"rage"
			],
			"entries": [
				"Your forceful blows shatter objects with ease. While you are {@action Rage|CRB|raging}, your melee {@action Strike|CRB|Strikes} ignore 5 points of an object's Hardness. If you have the devastator class feature, you instead ignore 10 points of an object's Hardness."
			]
		},
		{
			"name": "Shattering Strike",
			"source": "APG",
			"page": 199,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Weapon Improviser"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Improvised Pummel|APG}",
			"trigger": "An improvised weapon that you are wielding becomes {@condition broken} as a result of a critical success on an {@feat Improvised Pummel|APG}.",
			"entries": [
				"The improvised weapon shatters, destroying it completely but dealing an additional {@damage 3d6} piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal."
			]
		},
		{
			"name": "Sheltering Slab",
			"source": "APG",
			"page": 42,
			"level": 5,
			"traits": [
				"dwarf"
			],
			"entries": [
				"The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't {@condition flat-footed} against attacks as a result of being flanked. This works even if you are at the outside corner of the wall."
			]
		},
		{
			"name": "Shield of Faith",
			"source": "APG",
			"page": 122,
			"level": 10,
			"traits": [
				"cleric"
			],
			"prerequisites": "{@feat Domain Initiate}",
			"entries": [
				"Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn."
			]
		},
		{
			"name": "Shield Salvation",
			"source": "APG",
			"page": 159,
			"level": 12,
			"featType": {
				"archetype": [
					"Bastion"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bastion Dedication|APG}",
			"entries": [
				"You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your {@feat Shield Block}, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations."
			]
		},
		{
			"name": "Shooting Stars Stance",
			"source": "APG",
			"page": 128,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"monk",
				"stance"
			],
			"prerequisites": "{@feat Monastic Weaponry}",
			"entries": [
				"You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with {@item shuriken} instead."
			]
		},
		{
			"name": "Shove Down",
			"source": "APG",
			"page": 135,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 6,
			"traits": [
				"rogue"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"requirements": "Your last action was a successful {@action Shove}.",
			"entries": [
				"You leverage your weight to topple foes that you move. You attempt to {@action Trip} the target, even if the target is no longer in your reach."
			]
		},
		{
			"name": "Shoving Sweep",
			"source": "APG",
			"page": 183,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Mauler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Mauler Dedication|APG}, expert in {@skill Athletics}",
			"trigger": "A creature within your reach leaves a square during a move action it's using.",
			"requirements": "You are wielding a melee weapon in two hands.",
			"entries": [
				"You swing your weapon at your foe, rebuffing them back. You attempt to {@action Shove} the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the {@action Shove}."
			]
		},
		{
			"name": "Signature Spell Expansion",
			"source": "APG",
			"page": 140,
			"level": 10,
			"traits": [
				"sorcerer"
			],
			"entries": [
				"Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower."
			]
		},
		{
			"name": "Silencing Strike",
			"source": "APG",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"barbarian",
				"incapacitation",
				"rage"
			],
			"entries": [
				"A quick strike to the face or mouth silences your opponent. Make a melee {@action Strike} against a foe. The foe must succeed at a Fortitude save against your class DC.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The target is unaffected.",
						"Failure": "The target is dazed and can barely vocalize. It's {@condition stunned 1} and its speech is raspy and hard to understand. It must succeed at a DC {@flatDC 11} flat check to use linguistic actions or supply verbal spellcasting components until the end of its next turn.",
						"Critical Failure": "As failure, but the creature is {@condition stunned 3} instead of {@condition stunned 1}."
					}
				}
			]
		},
		{
			"name": "Siphon Power",
			"source": "APG",
			"page": 105,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 16,
			"traits": [
				"witch"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"requirements": "You haven't acted yet on your turn.",
			"entries": [
				"You draw upon the reservoir of your patron's magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron's theme or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 level lower than the highest-level spell slot you can cast."
			],
			"special": [
				"This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal)."
			]
		},
		{
			"name": "Skill Mastery",
			"source": "APG",
			"page": 151,
			"level": 8,
			"featType": {
				"archetype": [
					"Investigator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Investigator Dedication|APG}, trained in at least one skill and expert in at least one skill",
			"entries": [
				"Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose."
			],
			"special": [
				"You can select this feat up to five times."
			]
		},
		{
			"name": "Skillful Tail",
			"source": "APG",
			"add_hash": "Tiefling",
			"page": 40,
			"level": 5,
			"traits": [
				"tiefling"
			],
			"entries": [
				"You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple {@action Interact} actions with your tail such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items."
			]
		},
		{
			"name": "Skim Scroll",
			"source": "APG",
			"page": 189,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Scroll Trickster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Scroll Trickster Dedication|APG}",
			"entries": [
				"You can activate the magic of a scroll with a cursory read as you draw it from your belt. You {@action Interact} to draw forth a scroll, then use {@action Trick Magic Item} on the scroll."
			]
		},
		{
			"name": "Skitter",
			"source": "APG",
			"page": 209,
			"level": 3,
			"traits": [
				"general"
			],
			"prerequisites": "Dexterity 16, {@feat Fleet}",
			"entries": [
				"You can scoot swiftly across the ground. You can {@action Crawl} up to half your Speed."
			]
		},
		{
			"name": "Slag May",
			"source": "APG",
			"page": 31,
			"level": 1,
			"traits": [
				"changeling",
				"lineage"
			],
			"entries": [
				"Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals {@damage 1d6} slashing damage. Your claws are in the {@group brawling} group, have the {@trait unarmed} and {@trait grapple} traits, and are {@item cold iron (generic)||cold iron}."
			]
		},
		{
			"name": "Smash From the Air",
			"source": "APG",
			"page": 127,
			"level": 18,
			"traits": [
				"fighter"
			],
			"prerequisites": "{@feat Cut From the Air|APG}",
			"entries": [
				"Your expertise enables you to knock away spells. You can use {@feat Cut From the Air|APG} against ranged spell attack rolls."
			]
		},
		{
			"name": "Smite Good",
			"source": "APG",
			"page": 119,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "divine ally (blade), tenets of evil",
			"entries": [
				"Your blade ally shares your lust for the blood of good creatures. Select one enemy you can see. Until the start of your next turn, your {@action Strike|CRB|Strikes} against that foe using the weapon your blade ally inhabits deal an extra 4 evil damage, increasing to 6 if you have master proficiency with this weapon.",
				"If the chosen enemy attacks you before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to attack you each turn, the duration continues to extend."
			]
		},
		{
			"name": "Snap Out of It!",
			"source": "APG",
			"page": 180,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"auditory",
				"emotion",
				"mental"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"entries": [
				"You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a {@trait mental} effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes."
			]
		},
		{
			"name": "Snare Genius",
			"source": "APG",
			"page": 15,
			"level": 5,
			"traits": [
				"kobold"
			],
			"prerequisites": "expert in {@skill Crafting}, {@feat Snare Crafting}",
			"entries": [
				"Your expertise makes your snares more powerful, and you can place them quickly and efficiently. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment; if the snare normally takes 1 minute to {@action Craft}, you can {@action Craft} it with 3 {@action Interact} actions. Snares prepared in this way don't cost you any resources to {@action Craft}. The number of snares you can prepare this way increases to four if you are a master in {@skill Crafting}, and to five if you are legendary.",
				"When you {@action Craft} and deploy a snare that deals damage, any creature that critically fails its saving throw against the snare's initial effect and takes damage becomes {@condition flat-footed} until the end of its next turn."
			]
		},
		{
			"name": "Snare Hopping",
			"source": "APG",
			"page": 132,
			"level": 2,
			"traits": [
				"ranger"
			],
			"prerequisites": "{@feat Snare Crafting}, warden spells",
			"entries": [
				"You can magically move your snares around. You gain the {@spell snare hopping|apg} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Snare Setter",
			"source": "APG",
			"page": 14,
			"level": 1,
			"traits": [
				"kobold"
			],
			"prerequisites": "trained in {@skill Crafting}",
			"entries": [
				"You are adept at the time-honored kobold art of trap making. You gain the trained proficiency in {@skill Crafting}. If you were already trained in {@skill Crafting}, you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the {@feat Snare Crafting} feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares."
			]
		},
		{
			"name": "Snarecrafter Dedication",
			"source": "APG",
			"page": 194,
			"level": 2,
			"featType": {
				"archetype": [
					"Snarecrafter"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Crafting}, {@feat Snare Crafting}",
			"entries": [
				"You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to {@action Craft}, you can {@action Craft} them with 3 {@action Interact} actions. The number of snares increases to six if you're a master in {@skill Crafting} and eight if you're legendary. Snares prepared in this way don't cost you any resources to {@action Craft}."
			],
			"special": [
				"The feat counts as Snare Specialist for the purpose of feat prerequisites. If you also have the {@feat Snare Specialist} ranger feat, the quick snares from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the snarecrafter archetype."
			],
			"leadsTo": [
				"Giant Snare|APG",
				"Plentiful Snares|APG",
				"Remote Trigger|APG",
				"Surprise Snare|APG",
				"Trapsmith Dedication|G&G",
				"Finessed Features|G&G",
				"Gear Gnash|G&G",
				"Propeller Attachment|G&G",
				"Recycled Cogwheels|G&G",
				"Repurposed Parts|G&G"
			]
		},
		{
			"name": "Soaring Flight",
			"source": "APG",
			"page": 27,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 9,
			"traits": [
				"morph",
				"primal",
				"tengu",
				"transmutation"
			],
			"prerequisites": "skyborn tengu heritage",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"To be a tengu is to be unburdened by the concerns of the world below. You grow a pair of magical wings or expand your existing ones. For 5 minutes, you gain a fly Speed equal to your land Speed or 20 feet, whichever is greater."
			],
			"leadsTo": [
				"Soaring Form|LOAG"
			]
		},
		{
			"name": "Social Purview",
			"source": "APG",
			"page": 196,
			"level": 4,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Vigilante Dedication|APG}",
			"entries": [
				"You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait\u2014for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure."
			]
		},
		{
			"name": "Solid Lead",
			"source": "APG",
			"page": 61,
			"level": 2,
			"traits": [
				"investigator"
			],
			"entries": [
				"Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using {@action Pursue a Lead|APG} again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the {@trait concentrate} trait. Doing so ends one of your current leads as normal.",
				"During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day."
			]
		},
		{
			"name": "Song of Marching",
			"source": "APG",
			"page": 113,
			"level": 6,
			"traits": [
				"bard"
			],
			"entries": [
				"You learn the {@spell song of marching|APG} composition cantrip, which enables you and your allies to cross vast distances without strain."
			]
		},
		{
			"name": "Song of Strength",
			"source": "APG",
			"page": 112,
			"level": 2,
			"traits": [
				"bard"
			],
			"prerequisites": "warrior muse",
			"entries": [
				"Your performances inspire strength in your allies. You learn the {@spell song of strength|APG} composition cantrip."
			]
		},
		{
			"name": "Soothing Mist",
			"source": "APG",
			"page": 132,
			"level": 4,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden spells",
			"entries": [
				"You have a connection to the healing properties of nature and can produce a magical mist to heal damage and stop burning or bleeding. You gain the {@spell soothing mist|APG} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Soulsight",
			"source": "APG",
			"page": 113,
			"add_hash": "Bard",
			"level": 8,
			"traits": [
				"bard"
			],
			"entries": [
				"Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to {@action Seek} to locate an {@condition undetected} creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects."
			],
			"leadsTo": [
				"Shared Sight|LOKL"
			]
		},
		{
			"name": "Soulsight",
			"source": "APG",
			"page": 139,
			"add_hash": "Sorcerer",
			"level": 8,
			"traits": [
				"sorcerer"
			],
			"prerequisites": "bloodline that grants divine or occult spells",
			"entries": [
				"The spiritual essence in your blood has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense allows you to sense the spirits of creatures within the listed range, including living creatures, most non-mindless undead, and haunts. As with your hearing and other imprecise senses, you still need to {@action Seek} to locate an {@condition undetected} creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects."
			]
		},
		{
			"name": "Sow Spell",
			"source": "APG",
			"page": 125,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"concentrate",
				"druid",
				"metamagic"
			],
			"entries": [
				"You fold your spell into a seed. If your next action is to {@action Cast a Spell} using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful {@skill Perception} check against your spell DC."
			]
		},
		{
			"name": "Specialized Beastmaster Companion",
			"source": "APG",
			"page": 161,
			"level": 14,
			"featType": {
				"archetype": [
					"Beastmaster"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Incredible Beastmaster Companion|APG}",
			"entries": [
				"Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately)."
			],
			"special": [
				"You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each."
			]
		},
		{
			"name": "Specialized Mount",
			"source": "APG",
			"page": 165,
			"level": 14,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Incredible Mount|APG}",
			"entries": [
				"You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice."
			],
			"special": [
				"You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations."
			]
		},
		{
			"name": "Speedy Rituals",
			"source": "APG",
			"page": 187,
			"level": 14,
			"featType": {
				"archetype": [
					"Ritualist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Efficient Rituals|APG}",
			"entries": [
				"You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual."
			]
		},
		{
			"name": "Spell Devourer",
			"source": "APG",
			"page": 19,
			"level": 13,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Pervasive Superstition}",
			"entries": [
				"You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or {@trait magical} effect, you gain temporary Hit Points equal to double the spell's level, or equal to the level if the {@trait magical} effect isn't a spell. These temporary Hit Points last until the end of your next turn."
			]
		},
		{
			"name": "Spell Mastery",
			"source": "APG",
			"page": 143,
			"otherSources": {
				"Originally": [
					"AoA6|76"
				]
			},
			"level": 20,
			"traits": [
				"wizard"
			],
			"entries": [
				"You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance. Select any four spells of 9th level or lower that you have access to; each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations, and they have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells."
			]
		},
		{
			"name": "Spell Relay",
			"source": "APG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 6,
			"traits": [
				"concentrate",
				"sorcerer"
			],
			"trigger": "An ally {@action Cast a Spell||Casts a Spell} and you are within that spell's range.",
			"entries": [
				"You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own."
			]
		},
		{
			"name": "Spell Shroud",
			"source": "APG",
			"page": 141,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"concentrate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"Your spell shrouds you in a billowing cloud. If your next action is to {@action Cast a Spell} that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become {@condition concealed}, and all creatures outside the cloud are {@condition concealed} to creatures within it."
			]
		},
		{
			"name": "Spellbook Prodigy",
			"source": "APG",
			"page": 142,
			"level": 1,
			"traits": [
				"wizard"
			],
			"prerequisites": "trained in {@skill Arcana}",
			"entries": [
				"You are particularly adept at learning spells to add to your spellbook. You can {@action Learn a Spell} in half the time it normally takes. Further, when you roll a critical failure on your check to {@action Learn a Spell}, you get a failure instead. When you roll a failure, you can try again after 1 week."
			]
		},
		{
			"name": "Spirit Soother",
			"source": "APG",
			"page": 38,
			"level": 5,
			"traits": [
				"duskwalker"
			],
			"entries": [
				"You are attuned to the minute sounds and sensations of restless spirits. Even if you aren't {@action Search||Searching}, you can attempt a check to find haunts that normally require you to be {@action Search||Searching}. You still need to meet any other requirements to find the haunt."
			]
		},
		{
			"name": "Spirit Strikes",
			"source": "APG",
			"page": 38,
			"level": 9,
			"traits": [
				"duskwalker"
			],
			"entries": [
				"Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed {@action Strike|CRB|Strikes} are magical and deal 1 additional negative damage to living creatures and 1 additional positive damage to undead."
			]
		},
		{
			"name": "Spiritual Guides",
			"source": "APG",
			"page": 109,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"traits": [
				"barbarian",
				"concentrate",
				"fortune"
			],
			"prerequisites": "{@class barbarian|crb|spirit instinct|spirit}",
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You fail, but don't critically fail, a {@skill Perception} check or a skill check.",
			"entries": [
				"Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are {@action Rage|CRB|raging}. Sometimes they're even {@condition helpful}. You can heed the spirits' guidance to reroll the triggering check, using the second result even if it's worse."
			]
		},
		{
			"name": "Spiritual Sense",
			"source": "APG",
			"page": 79,
			"level": 6,
			"traits": [
				"divination",
				"divine",
				"oracle"
			],
			"entries": [
				"You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not {@action Search||Searching}, the GM rolls a secret check for you to find haunts that usually require {@action Search||Searching}, as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors.",
				"You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while {@action Search||Searching}, while {@action seek||Seeking}, and on the automatic secret check you gain while exploring even if you aren't {@action Search||Searching}. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object.",
				"When you notice a creature with your Spiritual Sense, you also learn its location, making it {@condition hidden} to you if it had been {@condition undetected}."
			]
		},
		{
			"name": "Split Hex",
			"source": "APG",
			"page": 105,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"concentrate",
				"metamagic",
				"witch"
			],
			"entries": [
				"You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to {@action Cast a Spell} to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect."
			]
		},
		{
			"name": "Split Shot",
			"source": "APG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"concentrate",
				"metamagic",
				"sorcerer"
			],
			"entries": [
				"You fragment a ranged spell into a pair of smaller shots. If your next action is to {@action Cast a Spell} without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty."
			]
		},
		{
			"name": "Split Slot",
			"source": "APG",
			"page": 142,
			"level": 6,
			"traits": [
				"wizard"
			],
			"entries": [
				"You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell slot you can cast and prepare two spells in that slot. When you {@action Cast a Spell} from that slot, choose which spell to cast. Once you've chosen, the unused spell dissipates as though you hadn't prepared it at all\u2014for example, it isn't available for use with {@action Drain Bonded Item}."
			]
		},
		{
			"name": "Spot Translate",
			"source": "APG",
			"page": 178,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Linguist"
				]
			},
			"traits": [
				"archetype",
				"auditory",
				"linguistic"
			],
			"prerequisites": "{@feat Linguist Dedication|APG}",
			"trigger": "Another creature within 60 feet uses a {@trait linguistic} effect in a language you understand.",
			"entries": [
				"You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected."
			]
		},
		{
			"name": "Springing Leaper",
			"source": "APG",
			"page": 10,
			"level": 5,
			"traits": [
				"catfolk"
			],
			"prerequisites": "expert in {@skill Athletics}",
			"entries": [
				"Your powerful legs allow you to make sudden and dramatic leaps. You can {@action Leap} as a 2-action activity to double the distance you can {@action Leap} vertically, or {@action Leap} as a 3-action activity to triple the distance you can {@action Leap} vertically. You don't automatically fail {@action long jump||Long Jumps} for jumping in a different direction than your {@action Stride}."
			]
		},
		{
			"name": "Squawk!",
			"source": "APG",
			"page": 26,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"tengu"
			],
			"trigger": "You critically fail a {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation} check against a creature that doesn't have the {@trait tengu} trait.",
			"entries": [
				"You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours."
			]
		},
		{
			"name": "Stage Fighting",
			"source": "APG",
			"page": 175,
			"level": 4,
			"featType": {
				"archetype": [
					"Gladiator"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Gladiator Dedication|APG}",
			"entries": [
				"You pull punches to give a better show. You don't take the usual \u20132 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the {@trait nonlethal} trait."
			]
		},
		{
			"name": "Startling Appearance",
			"source": "APG",
			"page": 197,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype",
				"emotion",
				"fear",
				"mental",
				"vigilante"
			],
			"prerequisites": "{@feat Vigilante Dedication|APG}",
			"requirements": "You are completely {@condition unnoticed} by the target creature.",
			"entries": [
				"You can startle foes who are unaware of your presence.",
				"Make a {@action Strike} against your target. That creature is {@condition flat-footed} against this {@action Strike}, as normal. If your {@action Strike} hits, the target remains {@condition flat-footed} for the rest of your turn and is {@condition frightened 1} ({@condition frightened 2} on a critical hit)."
			],
			"leadsTo": [
				"Frightening Appearance|APG",
				"Stunning Appearance|APG"
			]
		},
		{
			"name": "Stay Down!",
			"source": "APG",
			"page": 137,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"traits": [
				"rogue"
			],
			"prerequisites": "master in {@skill Athletics}",
			"trigger": "A {@condition prone} foe within your reach Stands.",
			"entries": [
				"You have ways of keeping your foes down. Attempt an {@skill Athletics} check against the triggering foe's Fortitude DC. On a success, they don't stand up and remain {@condition prone}. On a critical success, they can't {@action Stand} until their next turn."
			]
		},
		{
			"name": "Steady Spellcasting",
			"source": "APG",
			"page": 80,
			"add_hash": "Oracle",
			"level": 6,
			"traits": [
				"oracle"
			],
			"entries": [
				"Confident in your technique, you don't easily lose your concentration when you {@action Cast a Spell}. If another creature's reaction would disrupt your spellcasting action, attempt a DC {@flatDC 15} flat check. If you succeed, your action isn't disrupted."
			]
		},
		{
			"name": "Steady Spellcasting",
			"source": "APG",
			"page": 102,
			"add_hash": "Witch",
			"level": 6,
			"traits": [
				"witch"
			],
			"entries": [
				"Confident in your technique, you don't easily lose your concentration when you {@action Cast a Spell}. If another creature's reaction would disrupt your spellcasting action, attempt a DC {@flatDC 15} flat check. If you succeed, your action isn't disrupted."
			]
		},
		{
			"name": "Steal Spell",
			"source": "APG",
			"page": 137,
			"level": 16,
			"traits": [
				"magical",
				"rogue"
			],
			"prerequisites": "{@feat Legendary Thief}, {@feat Loaner Spell|APG}",
			"entries": [
				"When you use Legendary Thief to steal the impossible, you can steal a prepared spell or spontaneous spell from a foe.",
				"The spell is randomly selected from the highest-level spells the foe knows that have a target or area, to a maximum of 8th-level spells; the target loses the appropriate spell slot as if they had cast it themself. You can {@action Cast a Spell||Cast the Spell} once within the next {@dice 1d4} rounds, after which the fleeting magic fades; this otherwise works the same as casting a Loaner Spell."
			]
		},
		{
			"name": "Steel Skin",
			"source": "APG",
			"page": 191,
			"level": 4,
			"featType": {
				"skill": [
					"Survival"
				],
				"archetype": [
					"Sentinel"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "trained in {@skill Survival}, {@feat Sentinel Dedication|APG}",
			"entries": [
				"You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor."
			]
		},
		{
			"name": "Steel Yourself!",
			"source": "APG",
			"page": 180,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"auditory",
				"emotion",
				"mental"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"entries": [
				"You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn."
			]
		},
		{
			"name": "Step Lively",
			"source": "APG",
			"page": 46,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 5,
			"traits": [
				"halfling"
			],
			"trigger": "A Large or larger enemy ends a move action adjacent to you.",
			"entries": [
				"You are an expert at avoiding the lumbering footsteps of larger creatures. You {@action Step} to another space adjacent to the enemy."
			],
			"leadsTo": [
				"Dance Underfoot|APG",
				"Toppling Dance|APG"
			]
		},
		{
			"name": "Sticky Poison",
			"source": "APG",
			"page": 107,
			"level": 6,
			"traits": [
				"alchemist"
			],
			"entries": [
				"A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your {@action Strike} with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your {@action Strike} being a critical failure, for example), attempt a DC {@flatDC 5} flat check. On a success, your weapon remains poisoned. If your {@action Strike} with a poisoned weapon succeeds, attempt a DC {@flatDC 17} flat check. On a success, your weapon remains poisoned until the end of your next turn."
			]
		},
		{
			"name": "Stone Bones",
			"source": "APG",
			"page": 42,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 9,
			"traits": [
				"dwarf"
			],
			"trigger": "You are struck by a critical hit that deals physical damage.",
			"entries": [
				"Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC {@flatDC 17} flat check. If you are successful, the attack becomes a normal hit."
			]
		},
		{
			"name": "Stonegate",
			"source": "APG",
			"page": 42,
			"level": 17,
			"traits": [
				"uncommon",
				"dwarf"
			],
			"prerequisites": "{@feat Stonewalker}",
			"entries": [
				"Earthen barriers no longer impede your progress. You gain {@spell passwall} as a 7th-level divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone."
			]
		},
		{
			"name": "Storm's Lash",
			"source": "APG",
			"page": 26,
			"level": 1,
			"traits": [
				"tengu"
			],
			"entries": [
				"Wind and lightning have always been close friends to you. You can cast the {@spell electric arc} cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up."
			],
			"leadsTo": [
				"Hurricane Swing|LOAG"
			]
		},
		{
			"name": "Strategic Assessment",
			"source": "APG",
			"page": 62,
			"level": 4,
			"traits": [
				"investigator"
			],
			"entries": [
				"You learn your foes' strengths and weaknesses by watching them move. When you critically hit a creature with a {@action Strike} on which you substituted your attack roll due to {@action Devise a Stratagem|APG|Devising a Stratagem}, the GM chooses one of the following pieces of information about the enemy to tell you.",
				{
					"type": "list",
					"items": [
						"Which of the enemy's weaknesses is highest",
						"Which of the enemy's resistances is highest",
						"Which of the enemy's saving throws is lowest",
						"One immunity the enemy has"
					]
				},
				"The GM can choose deliberately or at random, but they can't choose information that doesn't apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you critically hit a given creature."
			]
		},
		{
			"name": "Strategic Bypass",
			"source": "APG",
			"page": 65,
			"level": 14,
			"traits": [
				"investigator"
			],
			"entries": [
				"Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a {@action Strike} on which you substituted your attack roll due to {@action Devise a Stratagem|APG|Devising a Stratagem}, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack."
			]
		},
		{
			"name": "Straveika",
			"source": "APG",
			"page": 33,
			"level": 1,
			"traits": [
				"dhampir",
				"lineage"
			],
			"entries": [
				"You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviors. You gain a +1 circumstance bonus to {@skill Perception} checks to {@action Sense Motive} and {@skill Perception} DCs against attempts to {@action Lie} to you."
			],
			"leadsTo": [
				"Taste Blood|LOAG"
			]
		},
		{
			"name": "Strong Arm",
			"source": "APG",
			"page": 134,
			"level": 2,
			"traits": [
				"rogue"
			],
			"entries": [
				"When you {@action Strike} with a {@trait thrown} weapon, the weapon's range increment increases 10 feet."
			]
		},
		{
			"name": "Stubborn Persistence",
			"source": "APG",
			"page": 47,
			"level": 13,
			"traits": [
				"human"
			],
			"entries": [
				"Humans are renowned for their ability to persist through the most grueling of trials. When you would become {@condition fatigued}, attempt a DC {@flatDC 17} flat check. On a success, you aren't {@condition fatigued}. If the {@condition fatigued} condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause."
			]
		},
		{
			"name": "Student of the Dueling Arts",
			"source": "APG",
			"page": 171,
			"level": 12,
			"featType": {
				"archetype": [
					"Duelist"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Duelist Dedication|APG}",
			"entries": [
				"You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out {@feat Duelist Dedication|APG} or {@feat Student of the Dueling Arts|APG} in this way.",
				"In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites."
			]
		},
		{
			"name": "Stumbling Feint",
			"source": "APG",
			"page": 129,
			"level": 6,
			"traits": [
				"monk"
			],
			"prerequisites": "expert in {@skill Deception}, {@feat Stumbling Stance|APG}",
			"requirements": "You are in Stumbling Stance.",
			"entries": [
				"You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use {@action Flurry of Blows}, you can attempt a check to {@action Feint} as a free action just before the first {@action Strike}. On a success, instead of making the target {@condition flat-footed} against your next attack, they become {@condition flat-footed} against both attacks from the {@action Flurry of Blows}."
			]
		},
		{
			"name": "Stumbling Stance",
			"source": "APG",
			"page": 128,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"monk",
				"stance"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"You enter a seemingly unfocused stance that mimics the movements of the inebriated\u2014bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to {@skill Deception} checks to {@action Feint}. The only {@action Strike|CRB|Strikes} you can make are stumbling swing unarmed attacks. These deal {@damage 1d8} bludgeoning damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait backstabber}, {@trait finesse}, {@trait nonlethal}, and {@trait unarmed} traits. If an enemy hits you with a melee {@action Strike} while in this stance, it becomes {@condition flat-footed} against the next stumbling swing {@action Strike} you make against it before the end of your next turn."
			],
			"leadsTo": [
				"Stumbling Feint|APG"
			]
		},
		{
			"name": "Stunning Appearance",
			"source": "APG",
			"page": 197,
			"level": 16,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype",
				"vigilante"
			],
			"prerequisites": "{@feat Startling Appearance|APG}",
			"entries": [
				"Your sudden appearance leaves your foe unable to respond.",
				"When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also {@condition stunned 1} on a hit, or {@condition stunned 2} on a critical hit."
			]
		},
		{
			"name": "Stunning Finisher",
			"source": "APG",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"entries": [
				"You attempt a dizzying blow. Make a melee {@action Strike}. If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the {@trait incapacitation} trait.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target can't use reactions until its next turn.",
						"Failure": "The target is {@condition stunned 1}.",
						"Critical Failure": "The target is {@condition stunned 3}."
					}
				}
			]
		},
		{
			"name": "Subjective Truth",
			"source": "APG",
			"page": 197,
			"level": 7,
			"featType": {
				"archetype": [
					"Vigilante"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "master in {@skill Deception}, {@feat Vigilante Dedication|APG}",
			"entries": [
				"Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like {@spell zone of truth} that force you to speak the truth."
			]
		},
		{
			"name": "Subtle Delivery",
			"source": "APG",
			"page": 106,
			"level": 1,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You can capably deliver toxins with a blowgun. Your blowgun {@action Strike|CRB|Strikes} can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead."
			]
		},
		{
			"name": "Summon Celestial Kin",
			"source": "APG",
			"page": 36,
			"level": 13,
			"traits": [
				"aasimar"
			],
			"prerequisites": "any aasimar lineage feat",
			"entries": [
				"You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast {@spell summon celestial} as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the {@trait angel} trait if you are angelkin."
			]
		},
		{
			"name": "Summon Fiendish Kin",
			"source": "APG",
			"page": 41,
			"level": 13,
			"traits": [
				"tiefling"
			],
			"prerequisites": "any tiefling lineage feat",
			"entries": [
				"You have a deep connection to the fiendish realms, allowing you to summon a fiend matching your own lineage. Once per day, you can cast {@spell summon fiend} as a 5th-level divine innate spell. The fiend you summon must match your own lineage."
			]
		},
		{
			"name": "Sunder Enchantment",
			"source": "APG",
			"page": 111,
			"level": 14,
			"traits": [
				"barbarian"
			],
			"prerequisites": "{@feat Sunder Spell|APG}",
			"entries": [
				"You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a particularly powerful item, your counteract attempt automatically fails."
			]
		},
		{
			"name": "Sunder Spell",
			"source": "APG",
			"page": 111,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"attack",
				"barbarian",
				"concentrate",
				"rage"
			],
			"prerequisites": "{@class barbarian|crb|superstition instinct|superstition}",
			"entries": [
				"You draw upon your superstitious fury to destroy a spell. Make a {@action Strike} with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by {@spell wall of fire} or the guardian from {@spell spiritual guardian}). If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM.",
				"If your {@action Strike} hits, you can attempt to {@quickref counteract|CRB|3|counteracting} a single spell or {@trait magical} effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check.",
				"Whether or not you succeed at your {@action Strike}, the target becomes temporarily immune to your Sunder Spell for 24 hours."
			],
			"leadsTo": [
				"Sunder Enchantment|APG"
			]
		},
		{
			"name": "Supernatural Senses",
			"source": "APG",
			"page": 109,
			"level": 4,
			"traits": [
				"barbarian",
				"rage"
			],
			"prerequisites": "{@feat Acute Scent} or precise or imprecise {@ability scent}",
			"entries": [
				"Your {@ability scent} is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a {@condition concealed} or {@condition hidden} opponent while you are {@action Rage|CRB|raging}, you reduce the DC of the flat check to 3 for a {@condition concealed} target or to 9 for a {@condition hidden} one."
			]
		},
		{
			"name": "Supertaster",
			"source": "APG",
			"page": 209,
			"level": 7,
			"traits": [
				"general"
			],
			"prerequisites": "master in {@skill Perception}",
			"entries": [
				"You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret {@skill Perception} check using the poison's level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used.",
				"If you lick or taste something while Investigating or attempting to {@action Recall Knowledge} to identify something, if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 circumstance bonus to your check."
			]
		},
		{
			"name": "Sure Foot",
			"source": "APG",
			"page": 177,
			"level": 4,
			"featType": {
				"skill": [
					"Acrobatics",
					"Athletics"
				],
				"archetype": [
					"Horizon Walker"
				]
			},
			"traits": [
				"archetype",
				"skill"
			],
			"prerequisites": "{@feat Horizon Walker Dedication|APG}, expert in {@skill Acrobatics} and {@skill Athletics}",
			"entries": [
				"You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as {@skill Acrobatics} checks to {@action Balance} on ice, {@skill Athletics} checks to {@action Swim} in rough water, {@skill Acrobatics} checks to {@action Fly} in windy conditions, and so forth."
			]
		},
		{
			"name": "Surging Focus",
			"source": "APG",
			"page": 122,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 8,
			"traits": [
				"cleric"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "An ally you can see falls to 0 Hit Points.",
			"entries": [
				"When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity's might within you. You instantly regain 1 Focus Point."
			]
		},
		{
			"name": "Surging Might",
			"source": "APG",
			"page": 80,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"manipulate",
				"metamagic",
				"oracle"
			],
			"entries": [
				"With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to {@action Cast a Spell}, the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including {@condition persistent damage} and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances."
			]
		},
		{
			"name": "Surprise Attack",
			"source": "APG",
			"page": 158,
			"level": 4,
			"featType": {
				"archetype": [
					"Assassin"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Assassin Dedication|APG}",
			"entries": [
				"You act before foes can react. On the first round of combat, if you roll {@skill Deception} or {@skill Stealth} for initiative, creatures that haven't acted are {@condition flat-footed} to you."
			]
		},
		{
			"name": "Surprise Snare",
			"source": "APG",
			"page": 194,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Snarecrafter"
				]
			},
			"traits": [
				"archetype",
				"manipulate"
			],
			"prerequisites": "{@feat Snarecrafter Dedication|APG}",
			"entries": [
				"You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to {@action Craft}. The snare automatically triggers, but it takes a \u20132 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts."
			]
		},
		{
			"name": "Surprise Strike",
			"source": "APG",
			"page": 199,
			"level": 6,
			"featType": {
				"archetype": [
					"Weapon Improviser"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Weapon Improviser Dedication|APG}",
			"entries": [
				"Whenever you make a {@action Strike} with an improvised weapon against a creature that hasn't seen you make a {@action Strike} using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is {@condition flat-footed} against you for that {@action Strike}."
			]
		},
		{
			"name": "Suspect of Opportunity",
			"source": "APG",
			"page": 63,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"investigator"
			],
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "A foe takes a {@condition hostile} action against you in combat.",
			"entries": [
				"Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You've learned how to compartmentalize your main lead and pursue a new one for your current predicament.",
				"You {@action Pursue a Lead|APG} against the triggering foe, setting aside but not ending one of your currently active leads, if you have two leads. At the end of the combat encounter, you stop Pursuing the Lead against the triggering foe and return to the original lead, if you have one."
			]
		},
		{
			"name": "Svetocher",
			"source": "APG",
			"page": 33,
			"level": 1,
			"traits": [
				"dhampir",
				"lineage"
			],
			"entries": [
				"You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the {@condition drained} condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You are trained {@skill Diplomacy}. If you would automatically be trained in it, you instead become trained in a skill of your choice."
			],
			"leadsTo": [
				"Taste Blood|LOAG"
			]
		},
		{
			"name": "Swaggering Initiative",
			"source": "APG",
			"page": 90,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 4,
			"traits": [
				"swashbuckler"
			],
			"trigger": "You are about to roll initiative.",
			"entries": [
				"You swagger readily into any fight\u2014even an ambush. You gain a +2 circumstance bonus to your initiative roll and can {@action Interact} to draw a weapon."
			]
		},
		{
			"name": "Swashbuckler Dedication",
			"source": "APG",
			"page": 153,
			"level": 2,
			"featType": {
				"archetype": [
					"Swashbuckler"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Charisma 14, Dexterity 14",
			"entries": [
				"Choose a {@classFeature swashbuckler's style|swashbuckler|apg|1||swashbuckler style}. You gain the {@classFeature panache|swashbuckler|apg|1} class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in {@skill Acrobatics} or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice.",
				"You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype."
			],
			"leadsTo": [
				"Basic Flair|APG",
				"Advanced Flair|APG",
				"Evasiveness|APG",
				"Finishing Precision|APG",
				"Swashbuckler's Riposte|APG",
				"Swashbuckler's Speed|APG"
			]
		},
		{
			"name": "Swashbuckler's Riposte",
			"source": "APG",
			"page": 153,
			"level": 6,
			"featType": {
				"archetype": [
					"Swashbuckler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Swashbuckler Dedication|APG}",
			"entries": [
				"You've learned to riposte against ill-conceived attacks. You gain the {@classFeature Opportune Riposte|Swashbuckler|APG|3} reaction."
			]
		},
		{
			"name": "Swashbuckler's Speed",
			"source": "APG",
			"page": 153,
			"level": 8,
			"featType": {
				"archetype": [
					"Swashbuckler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Swashbuckler Dedication|APG}",
			"entries": [
				"You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache."
			]
		},
		{
			"name": "Swift Elusion",
			"source": "APG",
			"page": 137,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 16,
			"traits": [
				"rogue"
			],
			"prerequisites": "legendary in {@skill Acrobatics}",
			"trigger": "A foe ends its movement adjacent to you.",
			"entries": [
				"Attempt an {@skill Acrobatics} check against the foe's Reflex DC. If you succeed, either {@action Stride} to a different space adjacent to the foe or move the foe to a different space adjacent to you."
			]
		},
		{
			"name": "Symphony of Blood",
			"source": "APG",
			"page": 33,
			"level": 17,
			"traits": [
				"dhampir"
			],
			"entries": [
				"You call forth the blood of your foes to grant you vigor. Once per day, you can cast {@spell vampiric exsanguination} as a 7th-level divine innate spell."
			]
		},
		{
			"name": "Symphony of the Unfettered Heart",
			"source": "APG",
			"page": 114,
			"level": 10,
			"traits": [
				"bard"
			],
			"entries": [
				"You learn the {@spell symphony of the unfettered heart|APG} composition spell, which enables you to protect an ally against incapacitating conditions."
			]
		},
		{
			"name": "Tactical Cadence",
			"source": "APG",
			"page": 181,
			"level": 14,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cadence Call|APG}",
			"entries": [
				"Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the {@condition quickened} condition using Cadence Call, they can use the extra action to either {@action Stride} or {@action Strike}, and they aren't {@condition slowed 1} on their following turn if they use the extra action."
			]
		},
		{
			"name": "Tactical Entry",
			"source": "APG",
			"page": 136,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 8,
			"traits": [
				"rogue"
			],
			"prerequisites": "master in {@skill Stealth}",
			"requirements": "You rolled {@skill Stealth} for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter.",
			"entries": [
				"You {@action Stride}. This movement doesn't trigger any reactions."
			]
		},
		{
			"name": "Takedown Expert",
			"source": "APG",
			"page": 60,
			"level": 1,
			"traits": [
				"investigator"
			],
			"entries": [
				"You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you {@action Devise a Stratagem|APG} if you're using a weapon of the {@group club} group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those {@action Strike|CRB|Strikes} qualify for your strategic strike. Additionally, you can make any of your {@action Strike|CRB|Strikes} nonlethal without taking the normal \u20132 penalty."
			]
		},
		{
			"name": "Talisman Dabbler Dedication",
			"source": "APG",
			"page": 195,
			"level": 2,
			"featType": {
				"archetype": [
					"Talisman Dabbler"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"entries": [
				"You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them.",
				"Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula.",
				"A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it.",
				"Finally, when you {@action Affix a Talisman}, you can (in any combination) affix or remove up to four talismans in the 10-minute span."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the talisman dabbler archetype."
			],
			"leadsTo": [
				"Deeper Dabbler|APG",
				"Quick Fix|APG",
				"Talismanic Sage|APG"
			]
		},
		{
			"name": "Talismanic Sage",
			"source": "APG",
			"page": 195,
			"level": 14,
			"featType": {
				"archetype": [
					"Talisman Dabbler"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Talisman Dabbler Dedication|APG}",
			"entries": [
				"You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you {@action Affix a Talisman}, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use {@action Affix a Talisman} to treat a new item for this ability."
			]
		},
		{
			"name": "Tangle of Battle",
			"source": "APG",
			"page": 111,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"traits": [
				"barbarian",
				"rage"
			],
			"trigger": "You critically hit an adjacent enemy.",
			"entries": [
				"Your incredibly vicious {@action Strike} pulls you right in close, giving you the opportunity to grab your foe. Attempt to {@action Grapple} the triggering enemy."
			]
		},
		{
			"name": "Target of Opportunity",
			"source": "APG",
			"page": 181,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 14,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"manipulate"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"trigger": "An ally succeeds at a ranged {@action Strike} against an opponent within your weapon's first range increment.",
			"requirements": "You have a ranged or thrown weapon in hand.",
			"entries": [
				"You capitalize on your ally's attack to create a coordinated barrage. Make a ranged {@action Strike} with a \u20132 penalty against the opponent targeted by the triggering attack. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}. If this {@action Strike} is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses."
			]
		},
		{
			"name": "Targeting Finisher",
			"source": "APG",
			"page": 92,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"entries": [
				"Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and {@action Strike}. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute.",
				{
					"type": "list",
					"items": [
						"{@bold Arm (or another limb used for attacks, such as a tentacle)} The target is {@condition enfeebled 2}. On a critical hit, it is also {@condition enfeebled 1} for 1 minute.",
						"{@bold Head} The target is {@condition stupefied 2}. On a critical hit, it is also {@condition stupefied 1} for 1 minute.",
						"{@bold Legs} The target takes a \u201310-foot status penalty to its Speeds. On a critical hit, it also takes a \u20135-foot status penalty to its Speeds for 1 minute."
					]
				}
			]
		},
		{
			"name": "Telluric Power",
			"source": "APG",
			"page": 42,
			"level": 13,
			"traits": [
				"dwarf"
			],
			"entries": [
				"You channel strength from the earth beneath your feet to pummel your enemies. When making a melee {@action Strike} against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice."
			]
		},
		{
			"name": "Temporary Potions",
			"source": "APG",
			"page": 104,
			"level": 10,
			"traits": [
				"witch"
			],
			"prerequisites": "{@feat Cauldron|APG}",
			"entries": [
				"During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to {@action Craft} them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.",
				"If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four."
			]
		},
		{
			"name": "Tenacious Toxins",
			"source": "APG",
			"page": 107,
			"level": 4,
			"traits": [
				"alchemist"
			],
			"entries": [
				"Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration."
			]
		},
		{
			"name": "Tengu Lore",
			"source": "APG",
			"page": 26,
			"level": 1,
			"traits": [
				"tengu"
			],
			"entries": [
				"You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in {@skill Society} 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||Tengu Lore}."
			]
		},
		{
			"name": "Tengu Weapon Expertise",
			"source": "APG",
			"page": 27,
			"level": 13,
			"traits": [
				"tengu"
			],
			"prerequisites": "{@feat Tengu Weapon Familiarity|APG}",
			"entries": [
				"Study has made you an expert with tengu weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency for the weapons from your {@feat Tengu Weapon Familiarity|APG}."
			]
		},
		{
			"name": "Tengu Weapon Familiarity",
			"source": "APG",
			"page": 26,
			"level": 1,
			"traits": [
				"tengu"
			],
			"entries": [
				"You've trained with a blade and other tengu weapons ever since you hatched. You gain access to {@item khakkara|APG|khakkaras}. Additionally, choose two weapons from the {@group sword} group. You can choose from among all {@filter common martial swords|items||rarity=common|group=sword|weapon/armor category=martial}, plus the {@item katana}, {@item temple sword}, and {@item wakizashi|APG}. For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from.",
				"You also gain access to all {@filter uncommon tengu weapons|items||Category=Weapon|rarity=uncommon|ancestry & heritage=tengu}. For the purpose of determining your proficiency, martial tengu weapons are simple weapons, and advanced tengu weapons are martial weapons."
			],
			"leadsTo": [
				"Eclectic Sword Training|APG",
				"Eclectic Sword Mastery|LOAG",
				"Tengu Weapon Expertise|APG",
				"Tengu Weapon Study|APG"
			]
		},
		{
			"name": "Tengu Weapon Study",
			"source": "APG",
			"page": 27,
			"level": 5,
			"traits": [
				"tengu"
			],
			"prerequisites": "{@feat Tengu Weapon Familiarity|APG}",
			"entries": [
				"You've learned techniques for using blades and other tengu weapons. Whenever you critically hit using one of the weapons from your {@feat Tengu Weapon Familiarity|APG}, you apply the weapon's critical specialization effect."
			]
		},
		{
			"name": "Terraforming Spell",
			"source": "APG",
			"page": 141,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 16,
			"traits": [
				"concentrate",
				"earth",
				"metamagic",
				"sorcerer",
				"transmutation"
			],
			"entries": [
				"You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings. If your next action is to Cast a non-cantrip transmutation Spell, either each space adjacent to you becomes {@quickref difficult terrain||3|terrain}, or each space adjacent to you is no longer {@quickref difficult terrain||3|terrain}. This doesn't have any effect on {@quickref greater difficult terrain||3|terrain} and doesn't remove the damaging effects of hazardous terrain."
			]
		},
		{
			"name": "Terrain Scout",
			"source": "APG",
			"page": 188,
			"level": 4,
			"featType": {
				"archetype": [
					"Scout"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Scout Dedication|APG}",
			"entries": [
				"You gain the {@feat Terrain Stalker} skill feat (Core Rulebook 267) twice, choosing a different terrain each time. If you {@action Avoid Notice} while exploring and any allies use {@action Follow the Expert} to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have."
			]
		},
		{
			"name": "Terrain Transposition",
			"source": "APG",
			"page": 133,
			"level": 10,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden spells",
			"entries": [
				"You are so connected to the wilderness that you can magically jump from place to place within it. You gain the {@spell terrain transposition|APG} warden spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Terrifying Resistance",
			"source": "APG",
			"page": 209,
			"level": 2,
			"featType": {
				"skill": [
					"Intimidation"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Intimidation}",
			"entries": [
				"The spells of those you have {@action Demoralize||Demoralized} are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells."
			]
		},
		{
			"name": "That's Odd",
			"source": "APG",
			"page": 60,
			"level": 1,
			"traits": [
				"investigator"
			],
			"entries": [
				"When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.",
				"You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do."
			]
		},
		{
			"name": "The Harder They Fall",
			"source": "APG",
			"page": 135,
			"level": 4,
			"traits": [
				"rogue"
			],
			"entries": [
				"You make your foes fall painfully when you trip them. When you successfully {@action Trip} a {@condition flat-footed} foe, your target takes {@damage 1d6} bludgeoning damage. On a critical success, the target takes {@damage 1d6} bludgeoning damage plus your sneak attack damage."
			]
		},
		{
			"name": "Thorough Research",
			"source": "APG",
			"page": 63,
			"level": 6,
			"traits": [
				"investigator"
			],
			"entries": [
				"When you succeed at a {@action Recall Knowledge} check, you learn an additional fact about the subject. When you critically succeed at a {@action Recall Knowledge} check, you can gain even more additional information or context than normal, at the GM's discretion."
			],
			"leadsTo": [
				"Just the Facts|APG"
			]
		},
		{
			"name": "Thorough Search",
			"source": "APG",
			"page": 209,
			"level": 3,
			"traits": [
				"general"
			],
			"prerequisites": "expert in {@skill Perception}",
			"entries": [
				"You take your time searching to ensure you find everything. When {@action Search||Searching}, you can take twice as long to search. Normally this means you {@action Search} at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your {@skill Perception} checks to {@action Seek}."
			]
		},
		{
			"name": "Through Spell",
			"source": "APG",
			"page": 122,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"traits": [
				"cleric",
				"concentrate",
				"metamagic"
			],
			"entries": [
				"Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to {@action Cast a Spell} that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures."
			]
		},
		{
			"name": "Tinkering Fingers",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"You're good with your hands and can quickly improvise a fix for {@condition broken} or damaged equipment. You're trained in {@skill Crafting}. If you would automatically become trained in {@skill Crafting} (from your background or class, for example), you instead become trained in a skill of your choice. You can {@action Repair} an item without using a repair kit without taking the \u20132 circumstance penalty, improvising tools from whatever you have at hand."
			]
		},
		{
			"name": "To Battle!",
			"source": "APG",
			"page": 181,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} OR {@as 2}"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype",
				"auditory",
				"flourish"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}",
			"entries": [
				"With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately {@action Stride}. If you spend 2 actions, that ally can use their reaction to immediately {@action Strike}."
			]
		},
		{
			"name": "Tools of the Trade",
			"source": "APG",
			"page": 163,
			"level": 4,
			"featType": {
				"archetype": [
					"Bounty Hunter"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Bounty Hunter Dedication|APG}",
			"entries": [
				"You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: {@item bola|apg}, {@item sap}, and {@item whip}. You gain access to {@item bola|apg|bolas}. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed.",
				"In addition, you take no penalty when making a nonlethal attack with a weapon without the {@trait nonlethal} trait."
			]
		},
		{
			"name": "Topple Foe",
			"source": "APG",
			"page": 181,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Marshal"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Marshal Dedication|APG}, trained in {@skill Athletics}",
			"entries": [
				"You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an {@skill Athletics} check to {@action Trip} the target of the triggering attack."
			]
		},
		{
			"name": "Toppling Dance",
			"source": "APG",
			"page": 46,
			"level": 13,
			"traits": [
				"halfling"
			],
			"prerequisites": "{@feat Dance Underfoot|APG}",
			"entries": [
				"While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the {@trait trip} trait, but only against the creature whose space you share. You can be in the same space as a Large or larger {@condition prone} creature, even if it's not your ally."
			]
		},
		{
			"name": "Trampling Charge",
			"source": "APG",
			"page": 165,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype",
				"flourish"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"requirements": "You are riding a mount that has a melee {@action Strike} using its legs (claw, talons, hoof, etc.",
			"entries": [
				"You urge your mount forward, trampling enemies in your path. You command your mount to {@action Stride} up to its Speed (or to {@action Burrow}, {@action Climb}, {@action Fly}, or {@action Swim}, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee {@action Strike} using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's {@skill Athletics} DC. On a critical failure, the creature also becomes {@condition flat-footed} until the end of your next turn. You can damage a given creature only once during this movement."
			]
		},
		{
			"name": "Trap Finder",
			"source": "APG",
			"page": 60,
			"add_hash": "Investigator",
			"level": 1,
			"traits": [
				"investigator"
			],
			"entries": [
				"You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to {@skill Perception} checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't {@action Search||Searching}, you get a check to find traps that normally require you to be {@action Search||Searching}. You still need to meet any other requirements to find the trap.",
				"You can disable traps that require a proficiency rank of master in {@skill Thievery}. If you have master proficiency in {@skill Thievery}, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2."
			]
		},
		{
			"name": "Treat Condition",
			"source": "APG",
			"page": 184,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 4,
			"featType": {
				"archetype": [
					"Medic"
				]
			},
			"traits": [
				"archetype",
				"healing",
				"manipulate",
				"skill"
			],
			"prerequisites": "{@feat Medic Dedication|APG}",
			"requirements": "You are holding healer's tools, or you are wearing them and have a hand free.",
			"entries": [
				"You treat an adjacent creature in an attempt to reduce the {@condition clumsy}, {@condition enfeebled}, or {@condition sickened} condition. If a creature has multiple conditions from this list, choose one. Attempt a {@quickref counteract|CRB|3|counteracting} check against the condition, using your {@skill Medicine} modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have {@feat Legendary Medic}; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the {@condition enfeebled} condition a good character gains from carrying an {@item unholy||unholy weapon}) has no effect as long as the circumstances continue.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Reduce the condition value by 2.",
						"Success": "Reduce the condition value by 1.",
						"Critical Failure": "Increase the condition value by 1."
					}
				}
			],
			"leadsTo": [
				"Holistic Care|APG",
				"Preventative Treatment|LOKL"
			]
		},
		{
			"name": "Tree Climber",
			"source": "APG",
			"page": 43,
			"level": 9,
			"traits": [
				"elf"
			],
			"entries": [
				"You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet."
			]
		},
		{
			"name": "Triangle Shot",
			"source": "APG",
			"page": 131,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 18,
			"traits": [
				"concentrate",
				"flourish",
				"monk"
			],
			"prerequisites": "{@feat Monastic Archer Stance|APG}, {@feat Stunning Fist}",
			"requirements": "You are in Monastic Archer Stance and wielding a bow usable with that stance.",
			"entries": [
				"You string three arrows to your bow and fire them all at once. Make three ranged {@action Strike|CRB|Strikes} against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional \u20132 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Fist benefit applies to Triangle Shot, even though it isn't a {@action Flurry of Blows}. If all three {@action Strike|CRB|Strikes} hit, the target takes {@damage 3d6} {@condition persistent damage||persistent bleed damage}."
			]
		},
		{
			"name": "Trickster's Ace",
			"source": "APG",
			"add_hash": "Investigator",
			"page": 65,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 18,
			"traits": [
				"concentrate",
				"investigator"
			],
			"trigger": "You specify the trigger when you make your daily preparations (see Requirements below).",
			"requirements": "When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the {@action Ready} action. You also choose a {@filter single spell|spells||level=1;2;3;4|Tradition & Spell List=arcane;divine;occult;primal|components=!cost|Miscellaneous=Has Targets|Cast Time=Varies;Action;Two-Action;Three-Action;Free Action;Minutes;Rounds} from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.",
			"entries": [
				"Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations."
			]
		},
		{
			"name": "Triumphant Inspiration",
			"source": "APG",
			"page": 114,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 14,
			"traits": [
				"bard"
			],
			"prerequisites": "warrior muse",
			"trigger": "You critically hit a foe with a melee weapon {@action Strike} or a melee unarmed attack.",
			"entries": [
				"With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast."
			]
		},
		{
			"name": "True Perception",
			"source": "APG",
			"page": 209,
			"level": 19,
			"traits": [
				"general",
				"revelation"
			],
			"prerequisites": "legendary in {@skill Perception}",
			"entries": [
				"Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level {@spell true seeing} spell, using your {@skill Perception} modifier for the counteract check."
			]
		},
		{
			"name": "Tumble Behind",
			"source": "APG",
			"page": 89,
			"add_hash": "Swashbuckler",
			"level": 2,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"Your tumbling catches your foe off guard. When you {@action Tumble Through} successfully, the foe you {@action Tumble Through||Tumbled Through} is {@condition flat-footed} against the next attack you make before the end of your turn."
			]
		},
		{
			"name": "Tumble Behind",
			"source": "APG",
			"page": 134,
			"add_hash": "Rogue",
			"level": 1,
			"traits": [
				"rogue"
			],
			"entries": [
				"You tumble under and behind your foe to catch them off guard. When you successfully {@action Tumble Through}, the foe whose space you passed through is {@condition flat-footed} against the next attack you make before the end of your turn."
			]
		},
		{
			"name": "Tumbling Opportunist",
			"source": "APG",
			"page": 155,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Acrobat"
				]
			},
			"traits": [
				"archetype",
				"attack"
			],
			"prerequisites": "{@feat Acrobat Dedication|APG}",
			"frequency": {
				"unit": "minute",
				"number": 1
			},
			"requirements": "Your most recent action was to {@action Tumble Through} or Tumbling {@action Strike}, and you successfully moved through an enemy's space.",
			"entries": [
				"You use a burst of stamina to perform a breathtaking feat of {@skill Acrobatics} as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to {@action Trip} the enemy whose space you moved through. You can use {@skill Acrobatics} instead of {@skill Athletics} for this check."
			]
		},
		{
			"name": "Tumbling Strike",
			"source": "APG",
			"page": 155,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Acrobat"
				]
			},
			"traits": [
				"archetype",
				"flourish",
				"move"
			],
			"prerequisites": "{@feat Acrobat Dedication|APG}",
			"requirements": "You are adjacent to an enemy.",
			"entries": [
				"Attempt an {@skill Acrobatics} check against the Reflex DC of an enemy adjacent to you.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee {@action Strike} against the enemy whose space you moved through, and the enemy is {@condition flat-footed} against that {@action Strike}.",
						"Success": "As critical success, but the enemy isn't {@condition flat-footed} against the {@action Strike}.",
						"Failure": "You remain in your original space but can still {@action Strike}.",
						"Critical Failure": "No effect."
					}
				}
			]
		},
		{
			"name": "Tusks",
			"source": "APG",
			"page": 18,
			"level": 1,
			"traits": [
				"orc"
			],
			"entries": [
				"You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals {@damage 1d6} piercing damage. Your tusks are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits."
			],
			"special": [
				"You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your tusks."
			]
		},
		{
			"name": "Twin Distraction",
			"source": "APG",
			"page": 135,
			"level": 4,
			"traits": [
				"rogue"
			],
			"prerequisites": "{@feat Twin Feint}",
			"requirements": "You are wielding two melee weapons, each in a different hand.",
			"entries": [
				"Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using {@feat Twin Feint}, if both your {@action Strike|CRB|Strikes} deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become {@condition stupefied 1} until the end of your next turn."
			]
		},
		{
			"name": "Twin Parry",
			"source": "APG",
			"page": 90,
			"add_hash": "Swashbuckler",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 4,
			"traits": [
				"swashbuckler"
			],
			"requirements": "You wield two melee weapons, one in each hand.",
			"entries": [
				"You use your weapons to parry. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the {@trait parry} trait. You lose this circumstance bonus if you no longer meet this feat's requirement."
			]
		},
		{
			"name": "Twinned Defense",
			"source": "APG",
			"page": 93,
			"add_hash": "Swashbuckler",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"stance",
				"swashbuckler"
			],
			"prerequisites": "{@feat Twin Parry|APG}",
			"requirements": "You wield two melee weapons, one in each hand.",
			"entries": [
				"You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action."
			]
		},
		{
			"name": "Twitchy",
			"source": "APG",
			"page": 45,
			"level": 1,
			"traits": [
				"goblin"
			],
			"entries": [
				"You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using {@skill Deception} or {@skill Diplomacy} to determine their initiative, your bonus to initiative from this feat increases to +4."
			]
		},
		{
			"name": "Ultimate Flexibility",
			"source": "APG",
			"page": 127,
			"otherSources": {
				"Originally": [
					"AoA6|77"
				]
			},
			"level": 20,
			"traits": [
				"fighter"
			],
			"prerequisites": "improved flexibility",
			"entries": [
				"Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats' prerequisites. In addition, you can adapt to the battlefield's challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can't trade out limited-use abilities that you've already used, such as {@feat Determination}."
			]
		},
		{
			"name": "Ultimate Polymath",
			"source": "APG",
			"page": 115,
			"level": 20,
			"traits": [
				"bard"
			],
			"prerequisites": "polymath muse",
			"entries": [
				"You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you."
			]
		},
		{
			"name": "Unbalancing Finisher",
			"source": "APG",
			"page": 89,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"entries": [
				"You attack with a flashy assault that leaves your target off balance. Make a melee {@action Strike}. If you hit and deal damage, the target is {@condition flat-footed} until the end of your next turn."
			]
		},
		{
			"name": "Unbalancing Sweep",
			"source": "APG",
			"page": 111,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"level": 12,
			"traits": [
				"barbarian",
				"flourish",
				"open"
			],
			"entries": [
				"You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to {@action Shove} or {@action Trip} all three of them.",
				"Whichever of the two options you choose, roll a separate {@skill Athletics} check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts."
			]
		},
		{
			"name": "Undead Slayer",
			"source": "APG",
			"page": 33,
			"level": 5,
			"traits": [
				"dhampir"
			],
			"entries": [
				"Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the {@action Strike}. This bonus increases to double the number of weapon damage dice if your target has the {@trait vampire} trait."
			]
		},
		{
			"name": "Underground Network",
			"source": "APG",
			"page": 209,
			"level": 2,
			"featType": {
				"skill": [
					"Society"
				]
			},
			"traits": [
				"uncommon",
				"general",
				"skill"
			],
			"prerequisites": "expert in {@skill Society}, {@feat Streetwise}",
			"entries": [
				"You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use {@skill Society} to {@action Gather Information} in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as {@action Gather Information||Gathering Information} in public might. The check and information gained otherwise follow the normal rules for {@action Gather Information}."
			]
		},
		{
			"name": "Underhanded Assault",
			"source": "APG",
			"page": 134,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 2,
			"traits": [
				"rogue"
			],
			"prerequisites": "trained in {@skill Stealth}",
			"entries": [
				"You capitalize on the distraction provided by an ally. You {@action Sneak} up to a foe adjacent to one of your allies. You can roll against the foe you're {@action Sneak||Sneaking} up on, even if it's currently {@condition observed||observing} you, as though you were {@condition hidden}. You take a \u20132 penalty on your {@skill Stealth} check. If your {@skill Stealth} check against the chosen foe succeeds, you can make a melee {@action Strike} against that foe at the end of your {@action Sneak}."
			]
		},
		{
			"name": "Underworld Investigator",
			"source": "APG",
			"page": 60,
			"level": 1,
			"traits": [
				"investigator"
			],
			"entries": [
				"Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in {@skill Lore||Underworld Lore}, and you gain your {@action Pursue a Lead|APG} circumstance bonus to {@skill Thievery} checks to investigate the subject of your lead (such as checks to {@action Steal} a clue from a suspect or {@action Pick a Lock} to open a safe with damning documents)."
			]
		},
		{
			"name": "Undying Ferocity",
			"source": "APG",
			"page": 19,
			"level": 9,
			"traits": [
				"orc"
			],
			"prerequisites": "{@feat Orc Ferocity}",
			"entries": [
				"You resist death's clutches with supernatural vigor. When you use {@feat Orc Ferocity}, you gain temporary Hit Points equal to your level."
			]
		},
		{
			"name": "Unhampered Passage",
			"source": "APG",
			"page": 46,
			"level": 9,
			"traits": [
				"halfling"
			],
			"entries": [
				"You won't allow others to restrain you. You can cast {@spell freedom of movement} on yourself as a primal innate spell once per day."
			]
		},
		{
			"name": "Unseat",
			"source": "APG",
			"page": 165,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 10,
			"featType": {
				"archetype": [
					"Cavalier"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Cavalier Dedication|APG}",
			"requirements": "You are riding your mount and wielding a jousting weapon.",
			"entries": [
				"You attempt to knock an opponent off their mount. Make a melee {@action Strike} against a mounted opponent. If your attack hits, attempt an {@skill Athletics} check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands {@condition prone}."
			]
		},
		{
			"name": "Unstable Concoction",
			"source": "APG",
			"page": 107,
			"level": 10,
			"traits": [
				"alchemist"
			],
			"entries": [
				"You can create extraordinary\u2014albeit volatile\u2014alchemical wonders, though they have an unfortunate tendency to violently explode when you use them. When you use {@action Quick Alchemy}, you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it. Upon activating the item, attempt a DC {@flatDC 10} flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item's level (doubled on a critical failure)."
			]
		},
		{
			"name": "Unstoppable Juggernaut",
			"source": "APG",
			"page": 111,
			"level": 20,
			"traits": [
				"barbarian"
			],
			"entries": [
				"You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from {@action Rage|CRB|raging} increases to 8 + your Constitution modifier.",
				"In addition, if you are reduced to 0 Hit Points while {@action Rage|CRB|raging}, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become {@condition wounded 2} (or increase your {@condition wounded} condition by 2 if you are already {@condition wounded})."
			]
		},
		{
			"name": "Vampire Lore",
			"source": "APG",
			"page": 33,
			"level": 1,
			"traits": [
				"dhampir"
			],
			"entries": [
				"You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in {@skill Religion} and {@skill Society}. 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||Vampire Lore}."
			]
		},
		{
			"name": "Vandal",
			"source": "APG",
			"page": 45,
			"level": 5,
			"traits": [
				"goblin"
			],
			"entries": [
				"You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in {@skill Thievery}. If you would automatically become trained in {@skill Thievery} (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a {@action Strike} against a trap or an unattended object, you ignore the first 5 points of the object's Hardness."
			]
		},
		{
			"name": "Verdant Weapon",
			"source": "APG",
			"page": 124,
			"level": 1,
			"traits": [
				"druid",
				"exploration"
			],
			"entries": [
				"You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single {@action Interact} action to cause it to immediately grow into that weapon; a second {@action Interact} action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus.",
				"You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon."
			],
			"leadsTo": [
				"Pristine Weapon|APG"
			]
		},
		{
			"name": "Vexing Tumble",
			"source": "APG",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"swashbuckler"
			],
			"entries": [
				"You tumble around your foes, expertly avoiding their reactions. {@action Stride} up to half your Speed and roll an {@skill Acrobatics} check. Compare the result to the Reflex DC of each foe whose reach you began in or enter during the movement, in sequence.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "This movement doesn't trigger reactions from the foe, the foe is {@condition flat-footed} to you until the end of your turn, and you gain panache.",
						"Success": "This movement doesn't trigger reactions from the foe, and you gain panache.",
						"Critical Failure": "Your movement immediately stops when you enter the creature's reach; if you began in the creature's reach, you don't move."
					}
				}
			]
		},
		{
			"name": "Vicious Incisors",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"You've let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat."
			],
			"leadsTo": [
				"Gnaw|LOAG"
			]
		},
		{
			"name": "Vicious Vengeance",
			"source": "APG",
			"page": 118,
			"level": 1,
			"traits": [
				"uncommon",
				"champion"
			],
			"prerequisites": "antipaladin cause",
			"entries": [
				"While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from {@action Destructive Vengeance|APG} equal to the number of damage dice from the reaction. This only applies to the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction."
			]
		},
		{
			"name": "Vigilante Dedication",
			"source": "APG",
			"page": 196,
			"level": 2,
			"featType": {
				"archetype": [
					"Vigilante",
					"Gray Gardener"
				]
			},
			"traits": [
				"uncommon",
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Deception}",
			"entries": [
				"You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a {@action Seek} action to attempt a {@skill Perception} check against your {@skill Deception} DC, as if you were using the {@action Impersonate} action. Your {@skill Deception} DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with {@action Impersonate}, you don't have to attempt a {@skill Deception} check to interact with someone to conceal your other identity\u2014a check happens only if someone else specifically tries to uncover your other identity.",
				"Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities.",
				"Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to {@action Recall Knowledge} about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the {@spell detect alignment} spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist.",
				"To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante.",
				"You can use social feats only while in your social identity.",
				"Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the vigilante archetype."
			],
			"leadsTo": [
				"Hidden Magic|APG",
				"Many Guises|APG",
				"Minion Guise|APG",
				"Quick Change|APG",
				"Safe House|APG",
				"Social Purview|APG",
				"Startling Appearance|APG",
				"Frightening Appearance|APG",
				"Stunning Appearance|APG",
				"Subjective Truth|APG",
				"Executioner Weapon Training|NGD",
				"Harsh Judgment|NGD",
				"Frightful Condemnation|NGD",
				"Accurate Swing|NGD",
				"Execution|NGD",
				"Voice of Authority|NGD",
				"Strident Command|NGD",
				"Discerning Gaze|NGD",
				"Gardener's Resolve|NGD",
				"Reminder of the Greater Fear|NGD",
				"Terrifying Countenance|NGD"
			]
		},
		{
			"name": "Vigorous Inspiration",
			"source": "APG",
			"page": 115,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"auditory",
				"bard",
				"concentrate",
				"metamagic"
			],
			"entries": [
				"You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the {@spell inspire courage} composition cantrip, you and all affected allies gain temporary Hit Points equal to 3 + your Charisma modifier that last for 1 minute."
			]
		},
		{
			"name": "Viking Dedication",
			"source": "APG",
			"page": 198,
			"level": 2,
			"featType": {
				"archetype": [
					"Viking"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in {@skill Athletics}",
			"entries": [
				"Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in {@skill Lore||Sailing Lore}. When moving through water using your land Speed, you ignore {@quickref difficult terrain||3|terrain} resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your {@skill Athletics} check to {@action Swim}, you get a critical success instead."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the viking archetype."
			],
			"leadsTo": [
				"Hurling Charge|APG",
				"Second Shield|APG",
				"Viking Weapon Familiarity|APG",
				"Viking Weapon Specialist|APG",
				"Viking Vindicator|LOKL"
			]
		},
		{
			"name": "Viking Weapon Familiarity",
			"source": "APG",
			"page": 198,
			"level": 4,
			"featType": {
				"archetype": [
					"Viking"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Viking Dedication|APG}",
			"entries": [
				"From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the {@item battle axe}, {@item hatchet}, {@item longsword}, and {@item shortsword}. In addition, you gain the {@feat Shield Block} reaction."
			],
			"leadsTo": [
				"Viking Weapon Specialist|APG"
			]
		},
		{
			"name": "Viking Weapon Specialist",
			"source": "APG",
			"page": 198,
			"level": 6,
			"featType": {
				"archetype": [
					"Viking"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Viking Weapon Familiarity|APG}",
			"entries": [
				"You are even more skilled in the weapons of your people. You gain the critical specialization effects of the {@item battle axe}, {@item hatchet}, {@item longsword}, and {@item shortsword}. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons."
			]
		},
		{
			"name": "Vile Desecration",
			"source": "APG",
			"page": 122,
			"level": 1,
			"traits": [
				"cleric"
			],
			"prerequisites": "evil alignment",
			"entries": [
				"You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes. When you cast a {@spell harm} spell, you can change the damage you deal to celestial creatures to evil damage instead of negative damage."
			]
		},
		{
			"name": "Vision of Weakness",
			"source": "APG",
			"page": 79,
			"level": 4,
			"traits": [
				"oracle"
			],
			"entries": [
				"You can call upon divine insights to single out your foes' weak points. You learn the {@spell vision of weakness|APG} revelation spell. Increase the number of Focus Points in your focus pool by 1."
			]
		},
		{
			"name": "Vivacious Bravado",
			"source": "APG",
			"page": 91,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 8,
			"traits": [
				"swashbuckler"
			],
			"requirements": "You gained panache this turn.",
			"entries": [
				"Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn."
			]
		},
		{
			"name": "Voice of the Night",
			"source": "APG",
			"page": 33,
			"level": 1,
			"traits": [
				"dhampir"
			],
			"entries": [
				"You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use {@skill Diplomacy} with bats, rats, and wolves. You also gain a +1 circumstance bonus to {@action Make an Impression} on such animals."
			]
		},
		{
			"name": "Walk the Plank",
			"source": "APG",
			"page": 185,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"level": 8,
			"featType": {
				"archetype": [
					"Pirate"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Pirate Dedication|APG}",
			"entries": [
				"You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to {@action Demoralize} an opponent; this check gains the {@trait incapacitation} trait. On a success, in addition to the normal effects, you can also force the target to {@action Stride} up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to {@action Demoralize} was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours."
			]
		},
		{
			"name": "Wandering Oasis",
			"source": "APG",
			"page": 125,
			"level": 12,
			"traits": [
				"druid"
			],
			"prerequisites": "master in {@skill Survival}",
			"entries": [
				"You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in {@skill Survival}, you and those allies are also protected from extreme environmental heat and cold."
			]
		},
		{
			"name": "Ward Against Corruption",
			"source": "APG",
			"page": 38,
			"level": 5,
			"traits": [
				"duskwalker"
			],
			"entries": [
				"Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against {@trait death} effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's {@trait death} effect or disease."
			]
		},
		{
			"name": "Warden's Focus",
			"source": "APG",
			"page": 133,
			"level": 12,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden spells",
			"entries": [
				"Your connection with your surroundings grows deeper as you focus. If you have spent at least 2 Focus Points since the last time you {@action Refocus||Refocused}, you recover 2 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Warden's Wellspring",
			"source": "APG",
			"page": 133,
			"level": 18,
			"traits": [
				"ranger"
			],
			"prerequisites": "warden's focus",
			"entries": [
				"You command unparalleled focus when you commune with the world around you. If you have spent at least 3 Focus Points since the last time you {@action Refocus||Refocused}, you recover 3 Focus Points when you {@action Refocus} instead of 1."
			]
		},
		{
			"name": "Warren Digger",
			"source": "APG",
			"page": 23,
			"level": 13,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"You've learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet."
			]
		},
		{
			"name": "Warren Navigator",
			"source": "APG",
			"page": 22,
			"level": 1,
			"traits": [
				"ratfolk"
			],
			"entries": [
				"You're particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in {@skill Survival}.",
				"If you would automatically become trained in {@skill Survival} (from your background or class, for example), you become trained in another skill of your choice. When you {@action Sense Direction} or attempt a roll against a {@spell maze} spell, you get a result one degree of success better than you rolled. You don't take a penalty to {@action Sense Direction} when you lack a compass."
			]
		},
		{
			"name": "Wary Skulker",
			"source": "APG",
			"page": 11,
			"level": 9,
			"traits": [
				"catfolk"
			],
			"entries": [
				"Ever alert, you scout for danger even when you are trying to stay {@condition hidden}. You can perform the {@action Scout} exploration activity at the same time as the {@action Avoid Notice} exploration activity."
			]
		},
		{
			"name": "Watch Your Back",
			"source": "APG",
			"page": 135,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 6,
			"traits": [
				"emotion",
				"fear",
				"mental",
				"rogue"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"entries": [
				"You menace the target, stoking their fears and drawing their attention. Attempt an {@skill Intimidation} check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to {@skill Perception} checks against you, but they take a \u20132 status penalty to Will saves against {@trait fear} effects."
			]
		},
		{
			"name": "Water Sprint",
			"source": "APG",
			"page": 209,
			"level": 7,
			"featType": {
				"skill": [
					"Athletics"
				]
			},
			"traits": [
				"general",
				"skill"
			],
			"prerequisites": "master in {@skill Athletics}",
			"entries": [
				"Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you {@action Stride} in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your {@action Stride} on solid ground, you fall into the water.",
				"If you're legendary in {@skill Athletics}, as long as you start on solid ground, any part of your {@action Stride} can cross the water's surface, even if you aren't moving a straight line, though you still fall into the water if you don't end your movement on solid ground."
			]
		},
		{
			"name": "Weapon Improviser Dedication",
			"source": "APG",
			"page": 199,
			"level": 2,
			"featType": {
				"archetype": [
					"Weapon Improviser"
				]
			},
			"traits": [
				"archetype",
				"dedication"
			],
			"prerequisites": "trained in all martial weapons",
			"entries": [
				"You don't take the normal \u20132 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the weapon improviser archetype."
			],
			"leadsTo": [
				"Improvised Critical|APG",
				"Improvised Pummel|APG",
				"Shattering Strike|APG",
				"Makeshift Strike|APG",
				"Surprise Strike|APG"
			]
		},
		{
			"name": "Well-groomed",
			"source": "APG",
			"page": 11,
			"level": 9,
			"traits": [
				"catfolk"
			],
			"entries": [
				"You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead."
			]
		},
		{
			"name": "Well-met Traveler",
			"source": "APG",
			"page": 10,
			"level": 1,
			"traits": [
				"catfolk"
			],
			"entries": [
				"You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in {@skill Diplomacy}. If you would automatically become trained in {@skill Diplomacy} (from your background or class, for example), you instead become trained in a skill of your choice.",
				"In addition, you gain the {@feat Hobnobber} skill feat."
			]
		},
		{
			"name": "Well-versed",
			"source": "APG",
			"page": 112,
			"level": 1,
			"traits": [
				"bard"
			],
			"entries": [
				"You're resilient to performative influences that aren't your own. You gain a +1 circumstance bonus to saving throws against effects with the {@trait auditory}, {@trait illusion}, {@trait linguistic}, {@trait sonic}, or {@trait visual} traits."
			],
			"leadsTo": [
				"Educate Allies|APG"
			]
		},
		{
			"name": "Whirling Blade Stance",
			"source": "APG",
			"page": 130,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 14,
			"traits": [
				"monk",
				"stance"
			],
			"prerequisites": "{@feat Monastic Weaponry}",
			"entries": [
				"You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance. All melee monk weapons you wield with the {@trait finesse} trait gain the {@trait thrown||thrown 10 feet} trait (unless they already have the {@trait thrown} trait with a greater range)",
				"Once you've made a thrown {@action Strike} with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous {@action Strike}'s target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier."
			]
		},
		{
			"name": "Whodunnit?",
			"source": "APG",
			"page": 63,
			"level": 8,
			"traits": [
				"uncommon",
				"investigator"
			],
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You carefully consider your case and narrow down some of the details. When you {@action Pursue a Lead|APG}, you can spend 10 minutes instead of 1 minute to ask two questions of the GM as you complete the activity. The GM must answer truthfully with \"yes\" or \"no,\" though if the answer would be misleading or have no practical application to your investigation the GM can answer \"immaterial.\" You can't use Whodunnit? more than once for the same lead, even across different days.",
				"Your questions must come from the following list, applying to either the creature or the clue you found:",
				{
					"type": "list",
					"items": [
						"Was the clue left by a [creature trait]? (Choose a creature trait such as {@trait humanoid}, {@trait undead}, or {@trait dwarf}; this trait must be accurate as of the time the clue was left.)",
						"Was this clue left within the last hour?",
						"Was this clue left within the last day?",
						"Was the creature that left the clue in a heightened emotional state when it left the clue?",
						"Did the creature attempt to conceal this clue?"
					]
				}
			]
		},
		{
			"name": "Widen Spell",
			"source": "APG",
			"page": 79,
			"add_hash": "Oracle",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"manipulate",
				"metamagic",
				"oracle"
			],
			"entries": [
				"You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to {@action Cast a Spell} that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line."
			]
		},
		{
			"name": "Widen Spell",
			"source": "APG",
			"page": 101,
			"add_hash": "Witch",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"level": 1,
			"traits": [
				"manipulate",
				"metamagic",
				"witch"
			],
			"entries": [
				"You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to {@action Cast a Spell} that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line."
			]
		},
		{
			"name": "Wild Strider",
			"source": "APG",
			"page": 177,
			"level": 12,
			"featType": {
				"archetype": [
					"Horizon Walker"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Horizon Walker Dedication|APG}",
			"entries": [
				"Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical {@quickref difficult terrain||3|terrain}, treat {@quickref greater difficult terrain||3|terrain} as merely {@quickref difficult terrain||3|terrain}, and gives you an additional benefit from {@feat Favored Terrain} based on the terrain."
			]
		},
		{
			"name": "Wings of the Dragon",
			"source": "APG",
			"page": 169,
			"level": 12,
			"featType": {
				"archetype": [
					"Dragon Disciple"
				]
			},
			"traits": [
				"archetype"
			],
			"prerequisites": "{@feat Dragon Disciple Dedication|APG}",
			"entries": [
				"You can manifest draconic wings to soar through the air at great speed. You gain the {@spell dragon wings} sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1."
			]
		},
		{
			"name": "Witch Dedication",
			"source": "APG",
			"page": 154,
			"level": 2,
			"featType": {
				"archetype": [
					"Witch"
				]
			},
			"traits": [
				"archetype",
				"dedication",
				"multiclass"
			],
			"prerequisites": "Intelligence 14",
			"entries": [
				"You cast spells like a witch. Choose a patron; You gain a {@filter familiar|companionsfamiliars||Type=Familiar} with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the {@action Cast a Spell} activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice."
			],
			"special": [
				"You can't select another dedication feat until you have gained two other feats from the witch archetype."
			],
			"leadsTo": [
				"Basic Witch Spellcasting|APG",
				"Expert Witch Spellcasting|APG",
				"Master Witch Spellcasting|APG",
				"Patron's Breadth|APG",
				"Basic Witchcraft|APG",
				"Advanced Witchcraft|APG"
			]
		},
		{
			"name": "Witch's Bottle",
			"source": "APG",
			"page": 103,
			"level": 8,
			"traits": [
				"witch"
			],
			"prerequisites": "{@feat Cauldron|APG}",
			"entries": [
				"You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have {@feat cackle|APG}, you can cast {@spell cackle|APG} into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast {@spell cackle|APG} the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed.",
				"Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the {@trait concentrate} trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast {@spell cackle|APG}) until the potion is consumed or loses its magic."
			]
		},
		{
			"name": "Witch's Charge",
			"source": "APG",
			"page": 102,
			"level": 6,
			"traits": [
				"detection",
				"divination",
				"witch"
			],
			"entries": [
				"You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge's direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations."
			],
			"special": [
				"This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal)."
			],
			"leadsTo": [
				"Witch's Communion|APG"
			]
		},
		{
			"name": "Witch's Communion",
			"source": "APG",
			"page": 104,
			"level": 10,
			"traits": [
				"witch"
			],
			"prerequisites": "{@feat Witch's Charge|APG}",
			"entries": [
				"You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one."
			]
		},
		{
			"name": "Witch's Hut",
			"source": "APG",
			"page": 105,
			"level": 20,
			"traits": [
				"witch"
			],
			"entries": [
				"Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.",
				"The hut uses your AC, saving throw modifiers, and {@skill Perception} modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it's reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired.",
				"The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the {@trait auditory} and {@trait concentrate} traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.",
				{
					"type": "list",
					"items": [
						"{@bold Guard} The hut watches for trespassers within 120 feet using your {@skill Perception} modifier and screams if it spots any.",
						"{@bold Lock} Each entrance to the hut is sealed with a {@spell lock} spell.",
						"{@bold Move} The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as \"follow me\" or \"move that direction.\" While perfectly suitable for overland travel, the hut's broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.",
						"{@bold Hide} The hut appears to be a normal, mundane object of its type. This is a 10th-level {@trait illusion} effect"
					]
				},
				"You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely."
			]
		},
		{
			"name": "Wortwitch",
			"source": "APG",
			"page": 101,
			"level": 1,
			"traits": [
				"witch"
			],
			"entries": [
				"You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or {@skill Perception} checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target {@condition concealed} only by such vegetation."
			]
		},
		{
			"name": "You're Next",
			"source": "APG",
			"page": 88,
			"add_hash": "Swashbuckler",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"level": 1,
			"traits": [
				"emotion",
				"fear",
				"mental",
				"swashbuckler"
			],
			"prerequisites": "trained in {@skill Intimidation}",
			"trigger": "You reduce an enemy to 0 Hit Points.",
			"entries": [
				"After downing a foe, you promise another you're coming after them next. Attempt an {@skill Intimidation} check with a +2 circumstance bonus to {@action Demoralize} a single creature that you can see and that can see you. If you're legendary in {@skill Intimidation}, you can use this as a free action with the same trigger."
			]
		}
	]
}
