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Juggle Single ActionFeat 2

This Feat is from the Extinction Curse Adventure Path and may contain Spoilers

UncommonConcentrateGeneralManipulateSkill
Source Pathfinder #151: The Show Must Go On pg. 76
Prerequisites Dexterity 16, trained in Performance

You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.

You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.

You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.

As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.

Traits

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

General:

A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

Skill:

A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can’t be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.