60 feats, from Combine Elixirs to Continual Recovery.
Combine Elixirs · Combine Elixirs · Come And Get Me · Come And Get Me · Come At Me! · Command Attention · Command Attention · Command Elemental · Command Undead · Communal Crafting · Communal Healing · Communal Healing · Communal Sustain · Communal Tale · Community Knowledge · Companion's Cry · Companion’s Cry · Conceal Spell · Conceal Spell · Conceal Spell · Conceal Spell · Concealing Legerdemain · Concealing Legerdemain · Conceited Mindset · Concentrated Assault · Conductive Sphere · Conductor's Redirection · Conduit Of Void And Vitality · Confabulator · Confabulator · Conflux Focus · Conflux Wellspring · Confounding Image · Connect The Dots · Connect The Dots · Connections · Conrasu Lore · Conrasu Weapon Expertise · Conrasu Weapon Familiarity · Conrasu Weapon Understanding · Conscious Spell Specialization · Consecrate Spell · Consecrated Aura · Consistent Surge · Consolidated Overlay Panopticon · Constant Gaze · Constant Levitation · Constricting Hold · Construct Shell · Consult The Spirits · Consult the Spirits · Consult The Stars · Consume Energy · Consume Power · Consume Spell · Contagious Rage · Contagious Rage · Contingency Gadgets · Continual Recovery · Continual Recovery
FEAT 6
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.
You've discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you're crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs' levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.
Core Rulebook, page 78.
Combine Elixirs
FEAT 6
You can add the full ingredients of a second elixir to an elixir you make to create a hybrid concoction. You must expend an additional versatile vial to make this combined elixir, and the ingredients must be for an elixir you could create with Quick Alchemy. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two lesser elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.
Player Core 2, page 65.
FEAT 10
You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.
This feat leads to: Vengeful Strike.
Core Rulebook, page 91.
FEAT 10
You open yourself to attacks so you can respond in turn. Until your rage ends, you are off-guard, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is off-guard to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage.
Player Core 2, page 81.
Come At Me!
FEAT 14
Prerequisites Pistolero's Challenge
You're a legendary duelist, welcoming all challengers, enabling you to challenge many foes even while other challenges are active. There is no longer a limit to the number of Pistolero's Challenges you can have in effect at one time.
Guns & Gears, page 117.
FEAT 10
Prerequisites Celebrity Dedication
You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other visual effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a visual effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to Hide even if they don't have cover, as you are continually providing a distraction.
Advanced Player’s Guide, page 166.
FEAT 10
Prerequisites Celebrity Dedication
You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. Whenever a creature in a 30-foot emanation around you attempts a saving throw against a different visual effect, it gets a result one degree of success better than it rolled. This is a fortune effect.
When an enemy within the aura attempts to use a visual effect that involves focusing its attention on a particular creature (such as a medusa’s Focus Gaze), it must succeed at higher, in order to target any creature except you.
Allies in the aura can attempt to Hide even if they don’t have cover, as you are continually providing a distraction.
Player Core 2, page 194.
FEAT 4
You grasp the animating force within an elemental creature and bend it to your will. Choose a trait matching one of your kinetic elements and target an elemental creature within 30 feet that has the chosen trait. The elemental becomes controlled by you if its level is equal to or lower than your level — 3, or slowed 1 for as long as you Sustain the effect if its level is equal to your level — 2 or higher. It can attempt a Will saving throw against your class DC to resist being controlled by you or to end the slowed effect. If the target is already under someone else's command, it can't be slowed by this ability, and the controlling creature also rolls a saving throw, with the elemental using the better result.
Critical Success The target is unaffected and is temporarily immune for 24 hours.Success The target is unaffected.Failure The elemental creature is controlled or slowed as long as you Sustain the impulse, up to 1 minute. This effect ends if you or an ally attacks the elemental.Critical Failure As failure, but you can Sustain the impulse up to 1 hour.Rage of Elements, page 21.
FEAT 4
Prerequisites harmful font, evil alignment
You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm's normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result.
Critical Success The target is unaffected and is temporarily immune for 24 hours.Success The target is unaffected.Failure The undead creature becomes a minion under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead.Critical Failure As failure, but the duration is 1 hour.This feat leads to: Improved Command Undead.
Core Rulebook, page 123.
Communal Crafting
FEAT 2
Prerequisites expert in Crafting
You can have other PCs help you Craft an item, under your direction. A helper PC rolls a check with a skill in which they're trained. The skill must be Crafting or another skill relevant to the item, as determined by the GM. For example, a PC might use Religion to help you Craft an item with the divine trait or Warfare Lore to help you Craft a Weapon. Your roll still determines whether you successfully create the item.
Any helper's roll contributes toward reducing the cost of raw materials using the numbers from the Earn Income table on page 229; this uses the ally PC's proficiency rank in the skill and their level – single gate for their level.
Helping PCs must accompany you throughout the Craft activity (preventing them from pursuing other downtime activities) or the benefit is lost. The GM might determine that only a certain number of PCs can help depending on the circumstances.
Communal Crafting also allows you to take the role of a helper when someone else is Crafting, provided they accept your help.
Communal Healing
FEAT 2
You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell.
This feat leads to: Improved Communal Healing.
Core Rulebook, page 122.
Communal Healing
FEAT 2
You're an exceptional conduit for vitality and, as you channel it through you, you can divert some to heal yourself or another creature. When you Cast the heal spell to heal a single gate creature, choose another willing living creature within range of your heal to regain Hit Points equal to the heal spell's rank.
Player Core 1, page 115.
FEAT 12
Prerequisites Kostou Dedication
Frequency once per round
Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can Sustain the Spell once as a free action, triggered at the start of their next turn.
LOPSG, page 49.
Communal Tale
FEAT 10
Prerequisites Folklorist Dedication
Stories are an experience meant to be shared as a group. When you Spin a Tale, you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal.
FEAT 1
Frequency once per hour
Trigger You attempt a skill check requiring 3 actions or fewer.
You commune with the psychic echoes of your ancestors and community, channeling their experiences into yourself. You gain a +2 status bonus on the triggering skill check.
LOIL, page 42.
Companion's Cry
FEAT 4
Prerequisites an animal companion
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
Core Rulebook, page 172.
Companion’s Cry
FEAT 4
Prerequisites an Animal Companion
You can urge your companion to do its utmost. You can spend 2 skill action to Command an Animal instead of 1 when commanding your Animal Companion. If you do, your Animal Companion uses an additional action.
Player Core 1, page 159.
FEAT 2
You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers' Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers' Perception DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're Casting a Spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
Advanced Player’s Guide, page 101.
FEAT 2
Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers' Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers' Perception DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
This feat leads to: Silent Spell.
Core Rulebook, page 210.
FEAT 2
Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting skill action and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
Player Core 1, page 187.
FEAT 2
By shaping the magical energies and parameters of your single spell all in your head through sheer concentration, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting skill action and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
Player Core 1, page 201.
Concealing Legerdemain
FEAT 1
Prerequisites trained in Thievery
Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher's Perception check. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.
Advanced Player’s Guide, page 204.
Concealing Legerdemain
FEAT 1
Prerequisites trained in Thievery
Rather than Hide an object somewhere the inspectors won't Searching, you're skilled at keeping the object on the move so it's never where they look. When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher's Perception check. You roll the check only once, but you must continue to use skill action to Conceal an Object throughout the process.
Conceited Mindset
FEAT 2
Prerequisites tenets of evil
Because you know your mind is superior, you scoff at anyone who would alter your mental state—but this hubris gets the better of you when you're wrong. You gain a +2 circumstance bonus to saves against mental effects. If you succeed at a save against a mental effect, you critically succeed instead; similarly, if you fail at a save against a mental effect, you critically fail instead.
Advanced Player’s Guide, page 118.
Concentrated Assault
FEAT 14
Prerequisites Sniping Duo Dedication
You and your spotter combine your efforts to bring down your target. If you and your spotter both use the Ready activity to make a Strike against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your Strikes, each using your own modifier; this is a fortune effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses.
Guns & Gears, page 139.
FEAT 8
A floating metal ball forms in a space within 30 feet, flashing with electricity. It can't be targeted or damaged. Any of your allies adjacent to it gain resistance to electricity equal to your level and add the shock rune to all their Strikes with metal objects. The sphere lasts until the end of your next turn, but you can Sustain it up to 1 minute. When you conjure the sphere and the first time you Sustain the impulse on subsequent rounds, you can either have it Fly up to 20 feet or deal 1d12 electricity damage to an adjacent creature with a basic Reflex save against your class DC.
Rage of Elements, page 31.
FEAT 5
Trigger You are hit by an attack, spell, or other effect that deals electricity damage.
You conduct the damage through your body, taking damage as normal (if applicable) and redirecting it at one target within 10 feet that you can see. The creature must make a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, they take the electrical damage; on a success, they take half damage.
Rage of Elements, page 53.
FEAT 16
Prerequisites any curse mystery
Requirements You have heal or harm as a signature spell and an available spell slot to Cast it with.
You use the unstable energy of your curse to manipulate the most basic of divine magic. You Cast a 3-action heal or harm spell, expending the slot as normal. If the spell restores Hit Points to one or more creatures, then one creature healed by this spell regains a number of additional Hit Points equal to 1d8 × your cursebound value; if the spell damages one or more creatures, then one creature harmed by this spell takes additional damage equal to 1d8 × your cursebound value.
Player Core 2, page 143.
Confabulator
FEAT 2
Prerequisites expert in Deception
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you're a master in Deception, reduce the bonus to +1, and if you're legendary, your targets don't get these bonuses at all.
Core Rulebook, page 260.
Confabulator
FEAT 2
Prerequisites expert in Deception
Even when caught in falsehoods, you pile Lie upon Lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you're a master in Deception, reduce the bonus to +single gate, and if you're legendary, your targets don't get these bonuses at all.
Conflux Focus
FEAT 12
Prerequisites conflux spells
You imagine how you'll weave magic and combat into future battles, improving your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
This feat leads to: Conflux Wellspring.
Secrets of Magic, page 48.
Conflux Wellspring
FEAT 18
Prerequisites Conflux Focus
You've achieved perfect magical and physical balance, allowing magic to flow into and through you more easily.
You can recover 3 Focus Points when you Refocus instead of 1 if you have spent at least 3 Focus Points since the last time you Refocused.
Secrets of Magic, page 49.
Confounding Image
FEAT 6
Prerequisites Spell Trickster Dedication, ability to cast mirror image
When you cast mirror image, you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range.
LOTGB, page 123.
Connect The Dots
FEAT 6
Requirements You must be pursuing at least two leads.
Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade. You spend 10 minutes considering two different leads you're pursuing. You then attempt a check to investigate how connected the two are. Unless the GM determines otherwise, this is a Crafting check if they're both items or a Society check for other combinations of leads. If any subjects are creatures, this check usually uses the highest DC among their Deception and Will DCs.
If no subjects are creatures, but at least one is an item, the DC is usually a hard DC for the level of the highest-level item. If neither case applies, the DC is usually a hard expert or hard master DC (22 or 32). Once you try to Connect the Dots between two particular leads, you can never try to Connect the Dots between those same leads again unless the GM allows it after you've learned a substantial amount of new information.
Critical Success The GM tells you how connected the two leads are to one another: highly connected, somewhat connected, tangentially connected, or not connected. The GM also tells you one specific way in which they're connected, if they are.Success As critical success, but the GM doesn't tell you a specific connection.Failure Your results are inconclusive.Critical Failure You misconstrue the information. As success, but the GM provides an incorrect degree of connection.Advanced Player’s Guide, page 62.
FEAT 6
Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade.
Choose an ally and a non-allied creature. You must be able to see both of them. You briefly study the way they both move and attempt a Perception check against the higher targets are then temporarily immune to Connect the Dots for 10 minutes.
Critical Success You spot a way for your ally to take advantage of the other target’s flaws and let them know about it. Your ally gains your Pursue a Lead investigation bonus as a circumstance bonus to all its Strikes or skill checks against the creature until the start of your next turn.
Success As critical success, but your ally gains the bonus only for their next Strike or skill check against the creature.
Failure You fail to make a connection.
Critical Failure You misconstrue a vital piece of information, which temporarily disconcerts you. You are stupefied 1 until the end of your next turn.
Player Core 2, page 109.
Connections
FEAT 2
Prerequisites expert in Society, Courtly Graces
You have social connections you can leverage to trade favors or meet important people. When you're in an area with connections (typically a settlement where you've spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact's choice. The GM decides the DC based on the difficulty of the favor and the figure's prominence.
This feat leads to: Quick Contacts.
Core Rulebook, page 260.
Conrasu Lore
FEAT 1
You have learned about your history and your people from shapers. You gain the trained proficiency rank in Crafting and Occultism. 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 Conrasu Lore.
LOME, page 109.
Conrasu Weapon Expertise
FEAT 13
Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for composite shortbow, glaive, longspear, longsword, shortbow, spear, and all conrasu weapons in which you are trained.
LOME, page 110.
Conrasu Weapon Familiarity
FEAT 1
You have taken it upon yourself to learn the ways of combat to aid with your tasks, perhaps in a role as a corrector. You are trained with the composite shortbow, glaive, longspear, longsword, shortbow, and spear. You also gain access to all uncommon conrasu weapons. For the purpose of determining your proficiency, martial conrasu weapons are simple weapons and advanced conrasu weapons are martial weapons.
LOME, page 109.
Conrasu Weapon Understanding
FEAT 5
You have come to know conrasu weapons as you know yourself. Whenever you critically hit using a composite shortbow, glaive, longspear, longsword, shortbow, spear, or a conrasu weapon, you apply the weapon's critical specialization effect.
LOME, page 110.
Conscious Spell Specialization
FEAT 14
You become more adept with the spells that are always in your mind.
You gain an additional spell slot of 1st, 2nd, 3rd, and 4th levels. You can use these spell slots to cast only a spell granted by your conscious mind.
At 18th level, you also gain an additional 5th-level spell slot, with the same restrictions.
Dark Archive, page 28.
FEAT 10
Access Kaetiarn have access to this feat.
Prerequisites ability to cast focus spells, divine spells
You infuse a spell with the power of your faith, consecrating it. If the next action you use is to Cast a Spell that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional good or positive damage (your choice) equal to the level of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure.
LOKL, page 84.
Consecrated Aura
FEAT 14
Prerequisites Hallowed Necromancer Dedication
Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from negative energy and can thus affect even mindless creatures. You gain an aura of positive energy in a 20-foot emanation. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become frightened 1 (frightened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute.
Special Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication.
Book of the Dead, page 25.
Consistent Surge
FEAT 13
Prerequisites Nanite Surge
Your nanites are incredibly effective, capable of improving your body's efficiency regularly. You can use Nanite Surge with a frequency of once per 10 minutes, rather than once per hour.
LOAG, page 74.
FEAT 4
Prerequisites Shieldmarshal Dedication
Frequency once per hour
You volunteered for a controversial experimental procedure to install clockwork prosthetic eyes. These eyes relay what you see to shieldmarshal headquarters, which consolidates and analyzes environmental data—Bronzetime/Surgetime probabilities, pressure, temperature, wind, and so on—and feeds them back to you. The Mouvrun periodically reviews the information archives in their ongoing efforts to root out police corruption. When you use your Consolidated Overlay Panopticon, you supercharge the prosthetic eyes; for the next minute, you gain darkvision and low-light vision, and you gain a +1 status bonus to visual Perception checks. Even when the prosthetic eyes aren't supercharged, you retain your normal vision.
LOIL, page 109.
Constant Gaze
FEAT 9
Prerequisites Watchful Gaze
Your eyes keep a continual watch for dangers from all sides. You can't be flanked by creatures of your level or lower, even when you haven't used Watchful Gaze.
LOME, page 118.
Constant Levitation
FEAT 16
Your power has unbound you from the earth below. You're affected by a constant fly spell, and when your Psyche is Unleashed, you gain a +10-foot status bonus to your fly Speed.
Dark Archive, page 29.
FEAT 8
Requirements Your eidolon has a creature grabbed or restrained.
Your eidolon constricts the creature, dealing bludgeoning damage equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC.
Secrets of Magic, page 70.
Construct Shell
FEAT 6
Prerequisites construct innovation
You've adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection. You have lesser cover from all attacks when mounted on your construct innovation, not just from attacks where the construct would be in the way.
Additionally, if your construct uses an emanation while you're riding on it, such as Explode, you can choose not to be affected by the emanation.
Guns & Gears, page 27.
Consult The Spirits
FEAT 7
Prerequisites master in Nature, Occultism, or Religion
Frequency once per day
You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat.
Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.
Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area.
Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.Success As with a critical success, but the spirits are indifferent to you and answer only one question.Failure You are unable to contact the spirits of this place.Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary).
Advanced Player’s Guide, page 204.
Consult the Spirits
FEAT 7
Prerequisites master in Nature, Occultism, or Religion
You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Choose Nature, Occultism, or Religion when you select this feat. Nature allows you to contact the spirits of Nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful life energy or energy from the Void; sacred or profane influences; or the presence of undead. Occultism allows you to contact lingering spirits, Wandering Reverie echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.
Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area.
Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.Success As with a critical success, but the spirits are indifferent to you and answer only one question.Failure You are unable to contact the spirits of this place.Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary).
Consult The Stars
FEAT 1
You find wisdom in the movements of the heavens. Once per day, you can spend 10 minutes to draw upon your readings of a recent night's sky to gain the trained proficiency rank in one skill of your choice; the chosen skill's key attribute must be Charisma, Intelligence, or Wisdom. This proficiency lasts until your next daily preparation. 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 47.
FEAT 2
Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type.
Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute.
Awakening The energy you consume helps empower your abilities. The next ability from the dragon classification that you use increases its range by 30 feet if it has a range, or increases its area by 10 feet if it's a cone or line. If you don't use this benefit within 1 minute, it fades.
Awakening You channel some of the seized energy into your next attack. Choose one of your weapons or unarmed attacks. Until the end of your next turn, Strikes with the chosen weapon or unarmed attack deal an additional 1d6 damage of a type matching the energy you consumed.
Dark Archive, page 78.
FEAT 6
Trigger You would take acid, electricity, fire, or sonic damage.
You absorb energy and hold it in your kinetic gate. You gain resistance equal to your level to the triggering damage—choose one eligible type of resistance. If this reaction prevents any damage, you gain a status bonus equal to half your level to the damage roll of the next metal impulse you use before the end of your next turn.
Rage of Elements, page 30.
Consume Spell
FEAT 14
Prerequisites Counterspell
When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy. When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell.
Advanced Player’s Guide, page 141.
Contagious Rage
FEAT 20
Prerequisites Share Rage
You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization.
Core Rulebook, page 93.
Contagious Rage
FEAT 20
Prerequisites Share Rage
You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements of Share Rage, using it multiple times in a rage. Allies affected by Share Rage can choose to gain your instinct ability and the specialization ability it gains from Weapon specialization, but not Greater Weapon specialization. They must abide by any restrictions of your instinct if they do so (such as the anathema of the superstition instinct).
Player Core 2, page 85.
Contingency Gadgets
FEAT 12
Prerequisites Gadget Specialist
You are too brilliant to be caught off guard, and you always have just the right gadget for the situation. When you prepare your gadgets during your daily preparations, you can choose to leave one of them as a contingency gadget that you keep ready for just this situation, rather than declaring which gadget you're making. You can pull the contingency gadget out using an Interact action, at which point you must choose which gadget you had prepared as a contingency.
If you're legendary in Crafting, you can leave two contingency gadgets during your daily preparations, instead of just one.
Guns & Gears, page 29.
Continual Recovery
FEAT 2
Prerequisites expert in Medicine
You zealously monitor a patient's progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Core Rulebook, page 260.
Continual Recovery
FEAT 2
Prerequisites expert in Medicine
You zealously monitor a patient's progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of single gate hour. This applies only to your Treat Wounds activities, not any other the patient receives.