60 feats, from Advantageous Assault to Allegro.
Advantageous Assault · Aegis Of Zofalibouth · Aeon Resonance · Aerial Boomerang · Aerial Piledriver · Aerial Piledriver · Aerobatics Mastery · Aerobatics Mastery · Affliction Mercy · Affliction Mercy · Affliction Resistance · After You · After You · Agathion Magic · Ageless Patience · Ageless Patience · Ageless Spirit · Aggravating Scratch · Aggravating Scratch · Aggressive Block · Aggressive Block · Agile Grace · Agile Grace · Agile Hand · Agile Maneuvers · Agile Maneuvers · Agile Shield Grip · Agonizing Rebuke · Agonizing Rebuke · Air Cushion · Air Shroud · Airborne Form · Airy Step · Alabaster Eyes · Alacritous Action · Alchemical Assessment · Alchemical Crafting · Alchemical Crafting · Alchemical Discoveries · Alchemical Discoveries · Alchemical Familiar · Alchemical Familiar · Alchemical Power · Alchemical Revivification · Alchemical Savant · Alchemical Scholar · Alchemical Scholar · Alchemical Shot · Alchemist Dedication · Alchemist Dedication · Align Armament · Align Ki · Align Qi · All In My Head · All in My Head · All in Your Head · All Shall End in Flames · All The Time In The World · Allegro · Allegro
FEAT 6
After compromising your enemy’s movement, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of Weapon damage dice, or that number + 2 if you’re wielding the Weapon in two hands. The Strike gains the following Failure effect.
Failure You deal damage to the target equal to the number of Weapon damage dice, or that number + 2 if you’re wielding the Weapon in two hands. This damage has the same damage type as the Weapon.
Player Core 1, page 144.
FEAT 12
Prerequisites Knight Vigilant Dedication, Shield Block, master in Religion
Requirements You are wielding a shield.
Inspired by the tale of Zofalibouth, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction:
LOCG, page 94.
Aeon Resonance
FEAT 4
Prerequisites Embed Aeon Stone
You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder. While you can embed multiple aeon stones in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations.
Special At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested aeon stones instead of only one.
Secrets of Magic, page 240.
FEAT 1
A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang.
On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it.
Level (+2) The damage increases by 1d4.
Rage of Elements, page 24.
FEAT 10
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained.
This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure.
Success The target lands prone.Failure You lose your grip on the target, and it is no longer grabbed or restrained by you.Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.LOTGB, page 127.
FEAT 10
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained.
This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure.
Success The target lands prone.
Failure You lose your grip on the target, and it is no longer grabbed or restrained by you.
Critical Failure You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
Player Core 2, page 223.
Aerobatics Mastery
FEAT 7
Prerequisites master in Acrobatics
You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to 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 Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you're legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the 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.
Advanced Player’s Guide, page 202.
Aerobatics Mastery
FEAT 7
Prerequisites master in Acrobatics
You move with grace in flight and can Perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single gate action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you're legendary in Acrobatics, you can combine three such maneuvers into a single gate action; the DC of the 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.
Affliction Mercy
FEAT 12
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison.
Core Rulebook, page 113.
Affliction Mercy
FEAT 12
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. Add Mercy of recuperation to the types of Mercy you can provide, allowing you to counteract an affliction instead of an effect causing a condition (typically an affliction is a curse, disease, or poison).
Player Core 2, page 97.
Affliction Resistance
FEAT 5
Your diet has strengthened you against diseases and poisons. You gain a +single gate circumstance bonus to saving throws against diseases and poisons. If you roll a success on a saving throw against a disease or poison, you get a critical success instead. If you have a different ability that would improve the save in this way (such as the battle hardened fighter class feature), if you roll a critical Failure on the save you get a Failure instead.
FEAT 2
Trigger You're about to roll initiative.
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 Panache. 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.
Advanced Player’s Guide, page 88.
FEAT 2
Trigger You’re about to roll initiative.
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 panache. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a the creatures can choose whichever order they want.
Player Core 2, page 165.
Agathion Magic
FEAT 9
Prerequisites Kainototh
The harmonious magic of Nirvana flows through you. You can cast animal form and calm emotions each once per day as 2nd-level divine innate spells.
LOAG, page 11.
Ageless Patience
FEAT 5
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
Core Rulebook, page 40.
Ageless Patience
FEAT 5
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check. If you do, you gain a +2 circumstance bonus to the check and don't automatically reduce your degree of success on a natural single gate (you get a critical Failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 skill action to Seek, which normally takes single gate action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
Ageless Spirit
FEAT 1
You remember more about your previous incarnations than most leshys. During your daily preparations, you can meditate upon fragmentary memories of your past lives to gain the trained proficiency rank in one skill of your choice. 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.
LOAG, page 43.
Aggravating Scratch
FEAT 9
Prerequisites claw unarmed attack
Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.
Advanced Player’s Guide, page 10.
Aggravating Scratch
FEAT 9
Prerequisites claw unarmed attack
Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw Strikes deal an additional 1d4 persistent poison damage on a critical hit.
FEAT 2
Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.
You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become flat-footed instead of being moved.
This feat leads to: Flinging Shove and Powerful Shove.
Core Rulebook, page 145.
FEAT 2
Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.
You push back as you block, knocking your foe away or off Balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become off-guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard.
If it chooses to be moved, you choose the direction. If the shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become off-guard instead of being moved.
Player Core 1, page 141.
Agile Grace
FEAT 10
Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).
Core Rulebook, page 150.
Agile Grace
FEAT 10
Your graceful moves with agile weapons are beyond compare.
Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).
Player Core 1, page 147.
Agile Hand
FEAT 4
Prerequisites Spell Trickster Dedication, ability to cast mage hand
When you cast mage hand, you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the Spell on future turns, you can use the tools to attempt Thievery checks to Disable a Device or Pick a Lock within the spell's range, but you take a –2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours.
This feat leads to: Larcenous Hand.
LOTGB, page 122.
Agile Maneuvers
FEAT 6
Prerequisites expert in Athletics
Your easily maneuver against your foes. Your Grapple, Shove, and Trip actions have a lower multiple attack penalty: –4 instead of –5 if they're the second attack on your turn, or –8 instead of –10 if they're the third or subsequent attack on your turn.
Advanced Player’s Guide, page 90.
Agile Maneuvers
FEAT 6
Prerequisites expert in Athletics
Your easily maneuver against your foes. Your disarm, grapple, Reposition, shove, and Trip skill action have a lower multiple attack penalty. Even if your Weapon or unarmed attack doesn’t have the agile trait, the penalty is –4 if the action is your second attack on your turn, or –8 if it’s your third or subsequent attack. If your weapon or unarmed attack is agile and you have panache, the penalty is reduced further, to –3 if it’s the second attack on your turn or –6 if it’s the third or subsequent.
Player Core 2, page 166.
FEAT 1
Access Kaetiarn have access to this feat.
Requirements You are wielding a shield with a shield boss or shield spikes in one hand.
You change your grip on the shield, allowing you to combine rapid attacks with your shield boss or shield spikes and your main weapon's Strikes in a series of swift motions. You reduce your shield boss and shield spikes weapon damage die to 1d4. As long as the weapon damage die is 1d4, your shield boss and shield spike Strikes gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the agile trait.
LOKL, page 82.
Agonizing Rebuke
FEAT 5
When you terrorize your enemies, you also cause them painful mental distress.
When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4.
LOCG, page 50.
Agonizing Rebuke
FEAT 5
When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize an enemy, that enemy takes 1d4 mental damage at the start of each of its turns. This effect ends if the creature loses the frightened condition, if it is more than 30 feet away from you, or if single gate minute passes, whichever comes first. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4.
FEAT 1
Trigger A creature within 60 feet is falling.
Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect.
Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction.
Rage of Elements, page 24.
FEAT 4
Turbulent air suffuses your kinetic aura. This doesn't displace other matter but provides air for creatures in your kinetic aura that need air to breathe. Attacks with ranged weapons take a –1 circumstance penalty to their attack rolls if their paths pass through your kinetic aura. Air in your kinetic aura is difficult terrain for flying creatures other than yourself.
Rage of Elements, page 24.
Airborne Form
FEAT 14
Prerequisites Glider Form
Your eidolon can fly. It gains a fly Speed equal to its Speed.
Secrets of Magic, page 72.
FEAT 13
Frequency once per day
Trigger A creature targets you with an attack or other targeted effect, and you can see the attacker.
You create a blanket of fog in a 5–foot burst centered on one corner of your space. All creatures within that area are concealed, and all others are concealed to them. This concealment applies to the triggering effect, and the fog lasts for 1 minute or until dispersed by a strong wind. After resolving the triggering effect, you Step. If an effect prevents you from Stepping, you attempt to Escape the effect and Step if you succeed.
LOAG, page 116.
Alabaster Eyes
FEAT 1
In place of the normal tegoux golden eyes, you were born with especially perceptive snow-white eyes. You gain darkvision.
Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.
LOIL, page 60.
Alacritous Action
FEAT 2
Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.
Secrets of Magic, page 68.
Alchemical Assessment
FEAT 1
Prerequisites trained in Crafting
You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single gate action, rather than spending 10 minutes.
Player Core 2, page 63.
Alchemical Crafting
FEAT 1
Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
This feat leads to: Assassin Dedication, Angel Of Death, Assassinate, Expert Backstabber, Surprise Attack, Angel of Vindication, and Eclipsed Vitality.
Core Rulebook, page 258.
Alchemical Crafting
FEAT 1
Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book (page 288).
Alchemical Discoveries
FEAT 4
Prerequisites alchemical sciences methodology
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 Crafting, 2 if you're a master, or 3 if you're legendary.
Advanced Player’s Guide, page 61.
Alchemical Discoveries
FEAT 4
Prerequisites alchemical sciences methodology
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 one if you’re an expert in Crafting, two if you’re a master, or three if you’re legendary.
Player Core 2, page 108.
Alchemical Familiar
FEAT 1
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information).
Core Rulebook, page 76.
Alchemical Familiar
FEAT 1
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. You gain a familiar, which has the construct familiar ability (Player Core 212); this is permanent, doesn’t require the familiar to have the tough familiar ability, and doesn’t count against your usual limit of familiar abilities (typically 2).
The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.
Player Core 2, page 63.
Alchemical Power
FEAT 12
Prerequisites Alchemist Dedication, master in Crafting
create an infused alchemical item that allows a saving throw,
Player Core 2, page 175.
Alchemical Revivification
FEAT 20
If you die while under the effect of at least one elixir, the alchemical compounds in your bloodstream bring you back to life at the start of your next turn. You’re affected by an elixir of rejuvenation (page 288), then a true elixir of life, then your choice of a major bestial mutagen, major juggernaut mutagen, or major quicksilver mutagen as though you just imbibed it.
These automatic reactions don’t get any special benefits you add when creating or using these uncommon weapons. Because you died, all other alchemical compounds in your bloodstream are inert.
After being revived, you’re temporarily immune to alchemical Rejuvenation for 1d4 hours.
Player Core 2, page 69.
Alchemical Savant
FEAT 1
Prerequisites trained in Crafting
You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.
Core Rulebook, page 76.
Alchemical Scholar
FEAT 1
You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need Alchemical Crafting to Craft alchemical items.
Special You can take this feat only at 1st level, and you can't retrain into or out of this feat.
LOCG, page 50.
Alchemical Scholar
FEAT 1
You gain the Alchemical Crafting feat. If you would automatically gain that feat (from your background or the alchemist class, for example), you instead gain a different 1st-level Crafting skill feat. Add an additional common 1st-level alchemical formula to your formula book when you take this feat. Each time you gain a level beyond 1st, add one common alchemical formula of that level to your formula book.
FEAT 4
Requirements You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other.
You've practiced a technique for mixing alchemical bombs with your loaded shot. You Interact to retrieve the bomb (if it's not already in your hand) and pour its contents onto your ammunition, consuming the bomb. Next, Strike with your firearm. The Strike deals damage of the same type as the bomb (for instance, fire damage for alchemist's fire), and it deals an additional 1d6 persistent damage of the same type as the bomb. If the Strike is a failure, you take 1d6 damage of the same type as the bomb you used, and the firearm misfires.
The persistent damage increases to 2d6 if the bomb is 11th level or higher, or 3d6 if it's 17th level or higher.
Guns & Gears, page 112.
Alchemist Dedication
FEAT 2
Prerequisites Intelligence 14
You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC.
You gain the alchemist's infused reagents class feature, gaining a number of reagents each day equal to your level.
You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own.
Special You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.
This feat leads to: Basic Concoction, Advanced Concoction, Expert Alchemy, Master Alchemy, and Quick Alchemy.
Core Rulebook, page 220.
Alchemist Dedication
FEAT 2
Prerequisites Intelligence +2
You put your alchemical interest into practice. You become Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice.
You gain the Quick Alchemy benefits (page 174), creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting.
Player Core 2, page 175.
FEAT 8
Prerequisites chaotic, evil, good, or lawful deity
Frequency once per round
You bring a weapon into metaphysical concordance with your deity's beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity's alignment components. This action has the trait corresponding to the chosen alignment component.
When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage.
Special You can select this feat a second time, choosing your deity's other alignment component. When you Align an Armament, you can choose either alignment component.
This feat leads to: Extend Armament Alignment.
Core Rulebook, page 124.
FEAT 6
Prerequisites ki spells
Frequency once per hour
Trigger You Cast a Spell that has the monk trait.
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.
Advanced Player’s Guide, page 129.
FEAT 6
Prerequisites Qi single spell
Trigger You Cast a Spell that has the monk trait.
Once per hour. The power of your qi soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier.
Player Core 2, page 121.
FEAT 18
Trigger You would take damage from a Strike or spell that doesn't have the death trait or otherwise cause instant death (such as disintegrate).
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 nonlethal trait. You can't use this reaction if you are immune to mental effects or mental damage.
Advanced Player’s Guide, page 115.
FEAT 18
Trigger You would take damage from a Strike or spell that doesn't have the death trait or otherwise cause instant death (such as disintegrate).
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 nonlethal trait. You can't use this reaction if you are immune to mental effects or mental damage.
Player Core 1, page 106.
FEAT 18
Trigger You're about to attempt a Fortitude save or a Reflex save.
Flames scouring at your body, venom coursing through your veins—you refuse to believe they exist, and nothing can affect you if you don't believe in it. You attempt a Will save against the triggering effect, instead of a Reflex or Fortitude save. You don't gain the benefits of fortress of will or walls of will on this save.
Dark Archive, page 29.
FEAT 18
White-hot fire consumes everything in a cataclysmic sphere of death. The fire fills your choice of a 30-foot burst within 500 feet or a 30-foot emanation. This deals 13d6 fire damage with a basic Reflex save against your class DC. Any creature dropped to 0 HP by this fire dies, reduced to a pile of ash.
If you die to this impulse, you return to life at the start of your next turn in the same space. When you return, you have Hit Points equal to double your level.
Level (20th) The damage is 15d6.
Rage of Elements, page 29.
FEAT 20
Frequency once per hour
Your firsthand experience of the subjective nature of time and space has given you new observational insights. Your mind processes information so quickly that time appears to stop for all creatures but you. You can take up to 9 actions in 3 sets of up to 3 actions each. During this time, you can use purely mental and observational abilities such as Recall Knowledge, Seek, and Devise a Stratagem, and you can use an action to move a mental projection of yourself to a location within a 60- foot radius to observe objects more closely and from different angles, though you can't affect your surroundings in any way (for instance, you could move your mental projection more closely to a distant door to read a minute inscription on its handle, but you could not open it to observe the other side)
When the duration elapses, time resumes its normal flow.
Fists of the Ruby Phoenix #3: King of the Mountain, page 75.
Allegro
FEAT 14
You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip.
Core Rulebook, page 103.
Allegro
FEAT 14
You can quicken your allies with a fast-paced Performance. You learn the allegro composition cantrip (page 370).
Player Core 1, page 105.