60 feats, from Cast Down to Ceremony Of Sun's Gift.
Cast Down · Cast Out · Castigating Weapon · Castigating Weapon · Cat Fall · Cat Fall · Cat Nap · Cat Nap · Cat's Luck · Cat's Luck · Catch The Details · Catchy Tune · Caterwaul · Caterwaul · Catfolk Dance · Catfolk Dance · Catfolk Lore · Catfolk Lore · Catfolk Weapon Expertise · Catfolk Weapon Familiarity · Catfolk Weapon Familiarity · Catfolk Weapon Rake · Cathartic Focus Spell · Cathartic Mage Dedication · Catrina's Presence · Cauldron · Cauldron · Cauterize · Cautious Curiosity · Cautious Curiosity · Cautious Faekhoubraim · Cavalier Dedication · Cavalier Dedication · Cavalier's Banner · Cavalier's Charge · Cavalier’s Banner · Cavalier’s Charge · Cave Climber · Cave Climber · Ceaseless Shadows · Ceaseless Shadows · Cel Rau · Celebrity Dedication · Celebrity Dedication · Celestial Eyes · Celestial Form · Celestial Lore · Celestial Mount · Celestial Resistance · Celestial Strikes · Celestial Wings · Celestial Word · Ceremonial Knife · Ceremony Of Aeon's Guidance · Ceremony Of Aeon's Shield · Ceremony Of Fortification · Ceremony Of Growth · Ceremony Of Knowledge · Ceremony Of Protection · Ceremony Of Sun's Gift
FEAT 6
The sheer force of your faith can bring a foe crashing down. If the next action you use is to Cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for single gate minute.
Player Core 1, page 116.
FEAT 6
Prerequisites Exorcist Dedication
You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the possession effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your Occultism modifier, Religion modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day.
Book of the Dead, page 23.
Castigating Weapon
FEAT 10
Prerequisites Holy Castigation
The force of your deity's castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune).
Core Rulebook, page 125.
Castigating Weapon
FEAT 10
Prerequisites Divine Castigation
The force of your deity's castigation strengthens your body so you can Strike down the enemy and its allies. After you deal Spirit instinct damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional Spirit instinct damage until the end of your turn. The Spirit instinct damage is equal to the rank of harm or heal you dealt Spirit instinct damage with, and is in addition to any Spirit instinct damage the Weapon already deals (such as from a holy rune).
Player Core 1, page 118.
Cat Fall
FEAT 1
Prerequisites trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.
Core Rulebook, page 259.
Cat Fall
FEAT 1
Prerequisites trained in Acrobatics
Your catlike aerial Acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.
Cat Nap
FEAT 1
You can briefly sleep to regain your energy quickly. Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes.
This feat leads to: Focused Cat Nap.
LOAG, page 19.
Cat Nap
FEAT 1
Once per hour, you can regain your energy quickly with a brief nap. You sleep for 10 minutes, after which you gain temporary Hit Points equal to your level that last for single gate hour.
FEAT 1
Frequency once per day
Trigger You fail a Reflex saving throw.
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
This feat leads to: Expanded Luck, Reliable Luck, Shared Luck, Lucky Break, and Sense For Trouble.
Advanced Player’s Guide, page 10.
Cat's Luck
FEAT 1
Trigger You fail a Reflex saving throw.
You instinctively twist away from danger. Reroll the triggering saving throw and use the better result. once per day.
Catch The Details
FEAT 1
You are quick at recognizing broad details about people and things around you. You are trained in Society and gain the Eye for Numbers skill feat (Advanced Player's Guide 206)
If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice.
LOME, page 117.
FEAT 5
You create a tune so catchy, your foes can't help but dance along.
Attempt a Performance check against the Will DCs of all enemies in a 30-foot emanation.
Critical Success The target takes a –10-foot status penalty to its Speed and is flat-footed, both for 1 round.Success The target takes a –5-foot status penalty to its Speed for 1 round.Critical Failure The target is temporarily immune for 1 hour.LOAG, page 131.
FEAT 13
Frequency once per day
Trigger An ally within 30 feet would be reduced to 0 HP but not immediately killed.
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 wounded condition still increases by 1 as though they had been dying and recovered.
Advanced Player’s Guide, page 11.
FEAT 13
Trigger An ally within 30 feet would be reduced to 0 HP but not immediately killed.
Once per day, you give a daring yowl, calling your companion back from the brink of unconsciousness. Your ally isn't knocked out and remains at single gate Hit Point. Their wounded condition still increases by single gate as though they had been dying and recovered.
FEAT 1
You have a habit of always being in the way when other creatures attempt to move.
Attempt an Acrobatics check against an adjacent creature's Reflex DC.
Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is flat-footed until the start of your next turn.Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.LOAG, page 19.
FEAT 1
You have a habit of always being in the way when other creatures attempt to move. Attempt an Acrobatics check against an adjacent creature's Reflex DC.
Critical Success The target creature gains a –2 circumstance penalty to Reflex saves and is off-guard until the start of your next turn.Success The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn.Catfolk Lore
FEAT 1
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 Acrobatics and 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 Catfolk Lore.
Advanced Player’s Guide, page 10.
Catfolk Lore
FEAT 1
Growing up among catfolk has taught you the traditional values of freedom, stewardship, and quick reactions to trouble. You gain the trained proficiency rank in Acrobatics and 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 gain the Additional Lore general feat for Catfolk Lore.
Catfolk Weapon Expertise
FEAT 13
Prerequisites Catfolk Weapon Familiarity
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 Catfolk Weapon Familiarity.
Advanced Player’s Guide, page 11.
Catfolk Weapon Familiarity
FEAT 1
You favor weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the hatchet, kama, kukri, scimitar, and sickle. In addition, you gain access to kama, kukris, and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons.
This feat leads to: Catfolk Weapon Expertise and Catfolk Weapon Rake.
Advanced Player’s Guide, page 10.
Catfolk Weapon Familiarity
FEAT 1
You gain access to all uncommon weapons with the catfolk trait. You have familiarity with weapons with the catfolk trait plus the kama, kukri, scimitar, and sickle—for the purpose of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Catfolk Weapon Rake
FEAT 5
Prerequisites Catfolk Weapon Familiarity
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 Catfolk Weapon Familiarity, you apply the weapon's critical specialization effect.
Advanced Player’s Guide, page 10.
Cathartic Focus Spell
FEAT 4
Prerequisites Cathartic Mage Dedication
You learn the focus spell listed under your emotion's entry.
You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus while you use Settle Emotions.
Secrets of Magic, page 195.
Cathartic Mage Dedication
FEAT 2
Prerequisites Cha 14 or ability to cast spells from spell slots
You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion.
If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the 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. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.
If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You gain the Catharsis reaction and the Settle Emotions activity.
Special You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype.
This feat leads to: Basic Cathartic Spellcasting, Expert Cathartic Spellcasting, Master Cathartic Spellcasting, Cathartic Focus Spell, Infectious Emotions, and Work Yourself Up.
Secrets of Magic, page 194.
Catrina's Presence
FEAT 9
You've adopted the calming presence of catrinas, the festive dead; you might have even danced with a catrina yourself! So long as you are visibly carrying fresh flowers or colorful ribbons somewhere on your person, you can cast calm emotions twice per day as a 2nd-level divine innate spell.
LOAG, page 31.
Cauldron
FEAT 1
You can use the 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 Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch.
This feat leads to: Temporary Potions and Witch's Bottle.
Advanced Player’s Guide, page 100.
Cauldron
FEAT 1
You can brew magic in your cauldron, creating useful magical concoctions. You can use the 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 single spell, and these formulas are transferred from a slain familiar to a new familiar in the same way single spell are.
During your daily preparations, you can create one temporary oil or potion using a formula you know. If you have temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of three. Any uncommon weapons you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary uncommon weapons end. A temporary oil or potion has no value.
Player Core 1, page 186.
FEAT 6
Requirements You're wielding a loaded firearm and you or an adjacent ally are taking persistent bleed damage.
You use the smoking barrel of your firearm to sear shut a bleeding wound. Make a Strike with your firearm. You then press the heated barrel to the wounds of you or an ally within reach that is taking persistent bleed damage, giving an immediate flat check to end the bleed with the lower DC for particularly effective assistance (Core Rulebook 62).
Guns & Gears, page 113.
Cautious Curiosity
FEAT 9
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed.
You gain misdirection and 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.
Advanced Player’s Guide, page 44.
Cautious Curiosity
FEAT 9
Prerequisites at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain disguise magic and silence as 2nd-rank arcane or occult innate single spell. The tradition of these single spell must match the tradition you use for your gnome ancestry options. You can Cast each spell once per day and can target only yourself.
Cautious Faekhoubraim
FEAT 10
Prerequisites Tokaikral Dedication
You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them. You can cast dispel magic, knock, and resist energy as innate spells, each once per day. If you can already cast spells, these spells are of the same tradition.
Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.
LOPSG, page 45.
Cavalier Dedication
FEAT 2
Prerequisites trained in Nature or Society
You gain a young animal companion 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 Maefalei order, you could take Maefalei dedication feats without needing to gain other feats from the cavalier archetype first.
This feat leads to: Cavalier's Banner, Stalwart Standard, Wave the Flag, Cavalier's Charge, Defend Mount, Impressive Mount, Incredible Mount, Specialized Mount, Legendary Rider, Mounted Shield, Quick Mount, Trampling Charge, and Unseat.
Advanced Player’s Guide, page 164.
Cavalier Dedication
FEAT 2
Prerequisites trained in Nature or Society
You gain a young animal companion (Player Core 206) 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 (see Cavalier Pledges sidebar, page 193), as 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 If you have pledged yourself to a cause, you can take a second dedication feat closely tied to that cause even if you haven’t taken two additional cavalier feats. For instance, if you pledged yourself to fight crime with a group of vigilantes, you could take the vigilante dedication without what archetypes, if any, are valid choices.
Player Core 2, page 192.
Cavalier's Banner
FEAT 4
Prerequisites Cavalier Dedication
Requirements You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar).
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 fear effects.
If your banner is destroyed or removed, allies within 30 feet become frightened 1.
This feat leads to: Stalwart Standard and Wave the Flag.
Advanced Player’s Guide, page 164.
FEAT 4
Prerequisites Cavalier Dedication
Requirements You are riding your mount.
You Command an Animal to order your mount to Stride twice. At any point during this movement, you can 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.
Advanced Player’s Guide, page 164.
Cavalier’s Banner
FEAT 4
Prerequisites Cavalier Dedication
Requirements You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar, page 193).
You fly the banner of your pledge from your mount, raising your allies’ spirits. You and all allies in a 30-foot emanation from your mount gain a +1 circumstance bonus to Will saves removed, allies within 30 feet become frightened 1.
Player Core 2, page 192.
FEAT 4
Prerequisites Cavalier Dedication
Requirements You are riding your mount.
You Command an Animal to order your mount to Stride twice. At any point during this movement, you can 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.
Player Core 2, page 192.
Cave Climber
FEAT 9
After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.
Core Rulebook, page 49.
Cave Climber
FEAT 9
After years of clambering through caverns, you can Climbing easily anywhere you go. You gain a Climbing Speed of 10 feet.
Ceaseless Shadows
FEAT 13
Prerequisites Distracting Shadows
You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover.
Core Rulebook, page 53.
Ceaseless Shadows
FEAT 13
Prerequisites Distracting Shadows
You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from a creature, you gain standard cover instead and can Take Cover; if you would have standard cover from a creature, you gain Greater cover instead.
Cel Rau
FEAT 1
You are a cel rau, child of a strigoi, one of the first vampires to walk Falavririak. Your heritage ties you to the Shadow Plane and grants you strange resilience to light and darkness alike. You gain a +1 circumstance bonus to saving throws against effects with the darkness, light, or shadow traits, and whenever you become dazzled or blinded for at least 2 rounds, you can reduce the duration by 1 round.
This feat leads to: Taste Blood.
LOAG, page 27.
Celebrity Dedication
FEAT 2
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 Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
Special You can't select another dedication feat until you have gained two other feats from the celebrity archetype.
This feat leads to: Command Attention, Mesmerizing Gaze, and Never Tire.
Advanced Player’s Guide, page 166.
Celebrity Dedication
FEAT 2
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 Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
Upstage reaction Trigger An enemy attempts a skill check and doesn’t get a critical success; Effect 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. The Critical Success You gain a +1 status bonus to attack rolls, 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.
Player Core 2, page 194.
Celestial Eyes
FEAT 1
Prerequisites low-light vision
You can see through darkness. You gain darkvision.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Advanced Player’s Guide, page 35.
Celestial Form
FEAT 18
Prerequisites tenets of good
You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don't already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you've become (archon, angel, or azata, for example).
Core Rulebook, page 115.
Celestial Lore
FEAT 1
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 Diplomacy and 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 Lore skill related to the celestial realm from which you trace your lineage (usually Elysium Lore, Heaven Lore, or Nirvana Lore).
Advanced Player’s Guide, page 35.
Celestial Mount
FEAT 20
Prerequisites divine ally (steed), tenets of good
Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage.
Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example).
Core Rulebook, page 115.
Celestial Resistance
FEAT 5
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.
Advanced Player’s Guide, page 36.
Celestial Strikes
FEAT 13
Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed Strikes deal 1 additional good damage and have the good and magical traits.
Advanced Player’s Guide, page 36.
FEAT 9
Frequency once per day
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.
This feat leads to: Eternal Wings.
Advanced Player’s Guide, page 36.
Celestial Word
FEAT 17
You can call forth a holy word from the celestial realms to punish your foes. Once per day, you can cast divine decree as a 7th-level divine innate spell. You must choose good for the spell's alignment, and you can Cast the Spell regardless of whether you worship a deity or what their alignment is.
Advanced Player’s Guide, page 36.
Ceremonial Knife
FEAT 6
You have prepared a special knife to direct energies when spellcasting. During your daily preparations, you and your familiar can Perform a short ritual over a Weapon in the knife group—typically a dagger. This causes the knife to function as a magic wand, containing any one 1st-rank spell your familiar knows. You, and only you, can Activate the knife to Cast the attempt to overcharge the knife, and this can break or destroy the knife as normal.
At 8th level, and every 2 levels thereafter, the maximum rank of spell your ceremonial knife can hold increases by single gate.
Player Core 1, page 188.
Ceremony Of Aeon's Guidance
FEAT 9
Your patron aeon has allowed you to call upon their gifts to serve their ends. You can cast augury and calm emotions each once per day as 2nd-level divine innate spells.
LOME, page 110.
Ceremony Of Aeon's Shield
FEAT 9
Your patron aeon graced you with powers of protection. You can cast resist energy and shield other each once per day as 2nd-level divine innate spells.
LOME, page 110.
Ceremony Of Fortification
FEAT 9
Prerequisites Ceremony of Protection
Your exoskeleton arranges itself into an optimal defensive shape. When you use your Ceremony of Protection, you also gain resistance to either bludgeoning, piercing, or slashing damage equal to half your level against the next Strike that hits you and deals one of those types of damage until the start of your next turn.
LOME, page 110.
Ceremony Of Growth
FEAT 13
You can alter your exoskeleton's size. You constantly gain the effects of enlarge. You can dismiss or resume these effects as an action, which has the concentrate trait.
LOME, page 110.
Ceremony Of Knowledge
FEAT 5
You tap into aeon knowledge. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
LOME, page 109.
FEAT 1
You manipulate your exoskeleton to overlap itself. You gain a +1 circumstance bonus to AC until the start of your next turn.
This feat leads to: Ceremony Of Fortification.
LOME, page 109.
Ceremony Of Sun's Gift
FEAT 17
Your connection to the sun has become an unbreakable bond. You don't become temporarily immune to the effects of your Sunlight Healing, and instead of rolling to recover Hit Points, you gain the maximum number of HP possible (for example, 64 HP instead of 8d8).
LOME, page 110.