- Crane Stance [1]
- Dueling Parry [1]
- Must be a Liberator [1]
- Must be a Paladin [1]
- Must be a Redeemer [1]
- champion’s reaction, divine ally (shield), tenets of good, Shield Warden [1]
- legendary in Deception, Perfect Distraction [1]
- legendary in Stealth [1]
- storm order, tempest surge, order spell [1]
- trained in Intimidation [1]
Found 40 matches
Level 8 Rogue
Trigger: The attack roll for a Strike targeting you fails or critically fails.
You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
Level 12 Rogue
Trigger: An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
Level 14 Rogue
Trigger: You fail a check to Seek.
When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
Level 16 Rogue
Trigger: Your turn ends.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
Level 18 Concentrate Rogue
Trigger: You specify the trigger when you make your daily preparations (see Requirements below).
Whether from jury-rigged magic items, stolen magical essence, 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.
Level 20 Manipulate Concentrate Rogue
Prerequisites: legendary in Deception, Perfect Distraction
Trigger: You would be hit by an attack or targeted by an effect, or you are within an effect’s area.
You reactively switch with your decoy to foil your foe. You use Perfect Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect.
Level 1 Abjuration Sorcerer
Trigger: A creature casts a spell that you have in your repertoire.
When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458).
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
Level 1 Abjuration Arcane Wizard
Trigger: A creature Casts a Spell that you have prepared.
When a foe 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 counteract the triggering
spell (page 458).
Level 1 General
Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield
prevents you from taking an amount of damage up to the
shield’s Hardness. You and the shield each take any remaining
damage, possibly breaking or destroying the shield.