Feats: A (Part 7 of 7)

45 feats, from Aura Of Courage to Azata Magic.

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Aura Of Courage · Aura Of Courage · Aura Of Despair · Aura Of Despair · Aura Of Determination · Aura Of Faith · Aura Of Faith · Aura Of Life · Aura Of Life · Aura Of Preservation · Aura Of Righteousness · Aura Of Righteousness · Aura Of Unbreakable Virtue · Aura Of Vengeance · Aura Shaping · Aura Sight · Auspicious Mount · Auspicious Mount · Automatic Knowledge · Automatic Knowledge · Automatic Writing · Automaton Armament · Automaton Lore · Avalanche Strike · Avalanche Strike · Avatar's Audience · Avatar's Audience · Avatar's Audience · Avatar's Protection · Avenge Ally · Avenge Ally · Avenge In Glory · Awakened Power · Awesome Blow · Awesome Blow · Axe Climber · Axe Thrower · Axial Recall · Axiomatic Lore · Azarketi Lore · Azarketi Purification · Azarketi Weapon Aptitude · Azarketi Weapon Expertise · Azarketi Weapon Familiarity · Azata Magic

Aura Of Courage

FEAT 4

champion 

Prerequisites tenets of good

You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.

Core Rulebook, page 111.

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Aura Of Courage

FEAT 4

champion 

Prerequisites divine smite’s aura, holy

You stand up strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by single gate (to a minimum of 0). At the end of your turn, each ally in your divine smite’s aura reduces its frightened value by single gate.

Player Core 2, page 94.

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Aura Of Despair

FEAT 4

uncommon champion 

Prerequisites tenets of evil

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 –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its frightened condition below 1.

Advanced Player’s Guide, page 119.

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Aura Of Despair

FEAT 4

uncommon champion 

Prerequisites divine smite’s aura, unholy

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 in your divine smite’s aura take a –single gate circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn in your divine smite’s aura can’t reduce the value of its frightened condition below single gate.

Player Core 2, page 94.

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Aura Of Determination

FEAT 14

champion 

Requirements divine smite’s aura

Your aura protects against powers that would twist the mind and body. You and all allies in your divine smite’s aura gain a +single gate status bonus to saving throws against mental, morph, and polymorph effects.

Player Core 2, page 98.

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Aura Of Faith

FEAT 12

champion 

Prerequisites tenets of good

You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round.

Core Rulebook, page 113.

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Aura Of Faith

FEAT 12

champion 

Prerequisites holy or unholy

You radiate an aura of belief that imbues your attacks and those of nearby allies with divine power. Each willing ally in your divine smite’s aura adds the holy trait to their Strikes if you’re holy or adds the unholy trait to their Strikes if you’re unholy.

Player Core 2, page 97.

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Aura Of Life

FEAT 14

champion 

Prerequisites Shining Oath

Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects.

Core Rulebook, page 114.

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Aura Of Life

FEAT 14

champion 

Requirements divine smite’s aura

Your aura protects against the power of the Void. You and all allies in your divine smite’s aura gain resistance 5 to void damage and a +single gate status bonus to saves against void effects.

Player Core 2, page 98.

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Aura Of Preservation

FEAT 14

champion 

Prerequisites Esoteric Oath

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 morph or polymorph effects and Will saves against mental effects; this bonus increases to +2 against aberrations' morph, polymorph, or mental effects.

Advanced Player’s Guide, page 121.

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Aura Of Righteousness

FEAT 14

champion 

Prerequisites tenets of good

Your righteous aura dampens evil's might. You and all allies within 15 feet gain evil resistance 5.

Core Rulebook, page 114.

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Aura Of Righteousness

FEAT 14

champion 

Prerequisites divine smite’s aura, holy

Your righteous aura dampens evil’s might and prevents the unholy from escaping you. You and all allies in your divine smite’s aura gain resistance 5 to unholy single spell, unholy Strikes, and other unholy effects. If a teleportation spell or effect would teleport an unholy creature out of your divine smite’s aura, your your devotion single spell.

Player Core 2, page 98.

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Aura Of Unbreakable Virtue

FEAT 20

uncommon champion 

Prerequisites tenets of good

You are a paragon of all that is good, your overwhelming aura causing evildoers to cower. All evil creatures within 15 feet of you take a –1 status penalty to checks and DCs that target you or your allies. This penalty is –2 against creatures you have taken an oath against (such as dragons if you have the Dragonslayer Oath feat). You can choose to suppress or resume this aura as an action, which has the concentrate trait.

Age of Ashes #6: Broken Promises, page 76.

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Aura Of Vengeance

FEAT 14

champion 

Prerequisites exalt, Vengeful Oath

When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty.

Core Rulebook, page 114.

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Aura Shaping

FEAT 10

kineticist 

You control the size of your kinetic aura. You can make your kinetic aura's emanation any size from a 5-foot emanation to a 20-foot emanation (you must choose a multiple of 5). You choose the size when you Channel Elements and can change it when you use a stance impulse that affects your kinetic aura.

Increase the maximum size you can choose by 5 feet at 15th and 20th levels.

Rage of Elements, page 23.

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Aura Sight

FEAT 2

uncommon concentrate exploration general secret skill 

Prerequisites expert in Occultism

Frequency once per hour

You've learned how to read the natural auras of other living creatures. To do this, you must focus on a single living target without blinking for 1 minute. You can do this while performing some other minor task—such as making conversation to distract from your intentions—but you can't blink or otherwise lose your concentration. You can then perceive any or all of the following information.

Dark Archive, page 78.

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Auspicious Mount

FEAT 16

champion 

Prerequisites divine ally (steed), Imposing Destrier

Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization.

Auspice mounts gain the following benefits: Your companion is marked by your deity's religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity's servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.

Core Rulebook, page 115.

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Auspicious Mount

FEAT 16

champion 

Prerequisites Imposing Destrier

Guided by your ongoing care, your steed has developed incredible intelligence and skill. The Mount you gained with Faithful Steed is now a specialized animal companion (Player Core 211). You can select one of the usual specializations or the auspice specialization. A faithful steed with the auspice specialization gains the following benefits

• It gains the celestial, fiend, or monitor trait—whichever best matches your deity’s servitors, and its appearance shifts to look more like those servitors. It also gains the holy trait if it’s a celestial or the unholy trait if it’s a fiend.

• Its Intelligence modifier increases by 2 and its Wisdom modifier by single gate.

• Its proficiency rank in Religion increases to expert.

• It can speak the language associated with your deity’s servitors (such as Empyrean for celestials, Chthonian for demons, or Requian for psychopomps).

• Its maximum Hit Points increase by 20, increasing to 25 at 18th level and 30 at 20th level. If the Mount has the gains weakness 5 to unholy. If it has the fiend trait, the extra

• It gains wings that grant it a fly Speed equal to its land Speed.

Player Core 2, page 98.

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Automatic Knowledge

FEAT 2

general skill 

Prerequisites expert in a skill with the Recall Knowledge action, Assurance in that skill

You know basic facts off the top of your head. Choose a skill you're an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.

Core Rulebook, page 258.

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Automatic Knowledge

FEAT 2

general skill 

Prerequisites expert in a skill with the Knowledge action, Assurance in that skill

You know basic facts off the top of your head. Choose a skill you're an expert in that has the Knowledge action and for which you have the Assurance feat. You can use the Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.

Player Core 1.

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Automatic Writing

FEAT 2

uncommon concentrate exploration general manipulate skill 

Prerequisites expert in Occultism

Frequency once per day

When confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand. You spend 10 minutes seated while holding a writing utensil, using it to make small circular motions as you open your mind to the forces around you. You receive information as your hand writes on its own, guided by spirits. At the end of these 10 minutes, Recall Knowledge with any Lore skill in which you are not trained, using your Occultism modifier instead of your modifier with that skill. The strain of this spirit channeling leaves you stupefied 1 for the next 10 minutes.

Dark Archive, page 78.

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Automaton Armament

FEAT 1

automaton 

You've been provided a body part designed for combat.

You gain either a claw or pincer unarmed attack. The claw deals 1d4 slashing damage, is in the brawling group, and has the agile, finesse, and unarmed traits. The pincer deals 1d6 piercing damage, is in the brawling group, and has the grapple and unarmed traits.

Guns & Gears, page 39.

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Automaton Lore

FEAT 1

automaton 

You have come to better understand the process that made your body and the magic that powers it. You gain the trained proficiency rank in Arcana and Crafting. 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 Automaton Lore.

Enhancement Your gain greater understanding. Increase your proficiency rank in either Arcana or Crafting, as well as Automaton Lore, to expert. If you were already an expert in the chosen skill, increase your rank to master instead.

Guns & Gears, page 40.

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Avalanche Strike [>>>]

FEAT 16

archetype flourish open 

Prerequisites Mauler Dedication

Requirements You are wielding a melee weapon in two hands.

You attack all nearby adversaries. Make a melee 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.

Advanced Player’s Guide, page 183.

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Avalanche Strike [>>>]

FEAT 16

archetype flourish 

Prerequisites Mauler Dedication

Requirements You are wielding a melee weapon in two hands.

You attack all nearby adversaries. Make a melee Strike with your two-handed weapon against each enemy within its melee reach. Each attack counts toward your multiple attack penalty, but don’t increase your penalty until you have made all your attacks.

Player Core 2, page 207.

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Avatar's Audience

FEAT 20

cleric 

Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don't have to pay any cost and you automatically get a critical success. Third, once per day, you can cast plane shift as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you're in your deity's realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.

Core Rulebook, page 127.

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Avatar's Audience

FEAT 20

cleric 

Your extensive service affords you certain divine privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don't have to pay any cost, and you automatically get a critical success. Third, once per day, you can Cast interplanar teleport as a divine innate spell, but only to travel to the realm of your deity. When you Cast it this way, its casting time is single gate minute, your religious symbol is a sufficient planar key for this spell, and you appear exactly where you want to be. If you're in your deity's realm due to this spell, you can return to the point you left when you Cast it by spending a single gate action, which has the concentrate and divine traits.

Player Core 1, page 121.

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Avatar's Audience

FEAT 20

druid 

Your extensive service affords you certain divine privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don't have to pay any cost, and you automatically get a critical success. Third, once per day, you can Cast plane shift as a divine innate spell, but only to travel to the realm of your deity. When you Cast it this way, its casting time is single gate minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you're in your deity's realm due to this spell, you can return to the point you left when you Cast it by spending a single gate action, which has the concentrate and divine traits.

Player Core 1, page 134.

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Avatar's Protection [R]

FEAT 20

cleric 

Trigger You are critically hit by an enemy.

Requirements You have an avatar spell prepared.

In moments of danger, you can call upon your god's form in an instant. You Cast avatar from your spell slots. The triggering critical hit is reduced to a normal hit, and its damage is applied after gaining the avatar spell's temporary Hit Points.

Player Core 1, page 121.

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Avenge Ally [>]

FEAT 13

elf fortune 

Frequency once every 10 minutes

Requirements You are adjacent to an ally with the dying condition.

Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.

Advanced Player’s Guide, page 43.

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Avenge Ally [>]

FEAT 13

elf fortune 

Requirements You are within 30 feet of an ally with the dying condition.

Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.

Player Core 1.

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Avenge In Glory [R]

FEAT 1

uncommon dwarf 

Access mountain dwarf ethnicity

Frequency once per day

Trigger An ally within 30 feet gains the dying condition.

You honor your ally's life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.

LOCG, page 20.

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Awakened Power

FEAT 4

rare deviant 

Your power spontaneously evolves or reconfigures itself. You gain one awakening benefit for a deviant feat of 4th level or lower.

Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 4th level or lower, and gain one of its awakening benefits.

Dark Archive, page 78.

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Awesome Blow

FEAT 14

barbarian concentrate rage 

Prerequisites Knockback

Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target's Fortitude DC.

Critical Success You gain the critical success effect of a Shove, then the critical success effect of a Trip against the target.Success You gain the success effect of a Shove, then the success effect of a Trip against the target.Failure You gain the normal effect of Knockback.

Core Rulebook, page 93.

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Awesome Blow

FEAT 14

barbarian concentrate rage 

Prerequisites Knockback

Your attacks are so powerful, they can flatten your opponents.

When you use Knockback, you can attempt an Athletics check Critical Success You gain the critical success effect of a shove, then the critical success effect of a trip against the target.

Success You gain the success effect of a shove, then the success effect of a trip against the target.

Failure You gain the normal effect of Knockback.

Player Core 2, page 83.

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Axe Climber

FEAT 4

archetype 

Prerequisites Turpin Rowe Lumberjack Dedication

When you are climbing a wooden surface and have a hatchet or battle axe in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a light pick in each hand.

Extinction Curse #3: Life’s Long Shadows, page 75.

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Axe Thrower

FEAT 6

archetype 

Prerequisites Turpin Rowe Lumberjack Dedication

You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the thrown trait with a range of 10 feet. For axes that already have the thrown trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect.

Extinction Curse #3: Life’s Long Shadows, page 75.

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Axial Recall

FEAT 17

uncommon automaton 

You have reconfigured the magical resonance of your core to attune to the planar energies of Feiri. You can cast plane shift twice per week as an arcane innate spell that can only target yourself; you can travel only to Feiri or the Material Plane, and your body serves as the focus component.

Guns & Gears, page 43.

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Axiomatic Lore

FEAT 1

aphorite 

You possess a strong understanding of process among mortals and lawful outsiders alike. The source of this knowledge might be intuition, study, or a childhood spent among other aphorites. You gain the trained proficiency rank in Diplomacy and 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 Feiri Lore.

LOAG, page 77.

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Azarketi Lore

FEAT 1

azarketi 

You have learned the history and origins of your people and how to connect to both your land and sea heritage. You become trained in Athletics and Nature. 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 Azarketi Lore.

Azarketi Ancestry Web Supplement, page 4.

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Azarketi Purification

FEAT 9

azarketi 

You can cast purify food and drink as a primal innate spell, but only on liquids.

You can cast this spell once every 10 minutes. You can also use your innate purify food and drink on a touched creature instead of a liquid to purify their blood, giving that creature a +2 status bonus for 1 minute on their ongoing saves against poisons already present in their body when you cast the spell.

LOAG, page 15.

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Azarketi Weapon Aptitude

FEAT 5

azarketi 

Prerequisites Azarketi Weapon Familiarity

You become familiar with using your weapons both in and out of water. Whenever you critically hit using an azarketi weapon or one of the weapons listed in Azarketi Weapon Familiarity, you apply the weapon's critical specialization effect.

Azarketi Ancestry Web Supplement, page 5.

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Azarketi Weapon Expertise

FEAT 13

azarketi 

Prerequisites Azarketi Weapon Familiarity

Your mastery with weapons both above and below water is unmatched. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in crossbows, hand crossbows, longspears, spears, tridents, and all azarketi weapons in which you are trained.

Azarketi Ancestry Web Supplement, page 5.

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Azarketi Weapon Familiarity

FEAT 1

azarketi 

You are familiar with weapons that excel underwater. You are trained with crossbows, hand crossbows, longspears, spears, and tridents.

In addition, you gain access to all uncommon azarketi weapons. For the purpose of determining your proficiency, martial azarketi weapons are simple weapons and advanced azarketi weapons are martial weapons.

This feat leads to: Azarketi Weapon Aptitude and Azarketi Weapon Expertise.

Azarketi Ancestry Web Supplement, page 4.

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Azata Magic

FEAT 9

aasimar 

Prerequisites Musetouched

Your lineage traces back to the realm of Elysium, and you can harness its magic using this connection. You can cast glitterdust and remove paralysis each once per day as 2nd-level divine innate spells.

Advanced Player’s Guide, page 36.

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