60 feats, from Continuous Assault to Crawling Fire.
Continuous Assault · Contortionist · Control Tower · Controlled Blast · Controlled Bullet · Converge · Convincing Illusion · Convincing Illusion · Cooperative Nature · Cooperative Soul · Cooperative Soul · Coordinated Charge · Coordinated Charge · Coordinated Distraction · Core Attunement · Core Cannon · Core Rejuvenation · Corgi Mount · Cornered Fury · Corpse Stench · Corpse-Killer's Defiance · Corrupted Shield · Coughing Dragon Display · Counter Curse · Counter Element · Counter Perform · Counter Perform · Counter Thought · Counterspell · Counterspell · Counterspell · Counterspell · Counterspell · Courageous Advance · Courageous Advance · Courageous Assault · Courageous Assault · Courageous Onslaught · Courageous Onslaught · Courageous Opportunity · Courteous Comeback · Courtly Graces · Courtly Graces · Coven Spell · Cover Fire · Craft Anything · Craft Anything · Craft Facsimile · Craft Philosopher's Stone · Craft Philosopher's Stone · Crafter's Appraisal · Crafter's Appraisal · Crafter's Instinct · Crane Flutter · Crane Flutter · Crane Stance · Crane Stance · Cranial Detonation · Crashing Slam · Crawling Fire
Continuous Assault
FEAT 13
Prerequisites Elemental Assault
You can use Elemental Assault once per hour instead of once per day.
LOAG, page 112.
Contortionist
FEAT 4
Prerequisites Acrobat Dedication
You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down.
You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is flat-footed against the next attack you make against it before the end of your next turn.
Advanced Player’s Guide, page 155.
Control Tower
FEAT 14
Prerequisites Overwatch Dedication, master in Perception
Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within the overwatch field. You and your allies don't have to succeed at a flat check to target a concealed creature within your overwatch field. When you or an ally targets a hidden creature in your overwatch field, reduce the DC of the flat check to 5.
Guns & Gears, page 51.
Controlled Blast
FEAT 8
Prerequisites Demolitionist Dedication; Calculated Splash, Directional Bombs, or Expanded Splash
You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the Directional Bombs feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the Calculated Splash or Expanded Splash feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from Expanded Splash to all the bombs.
Guns & Gears, page 133.
FEAT 16
Prerequisites Beast Gunner Dedication
Frequency once per day
You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun Strike against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a Strike against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target.
You can continue to make Strikes against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a Strike against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks.
Guns & Gears, page 131.
FEAT 16
Prerequisites Overwatch Dedication, master in Perception
Trigger You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field.
Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time.
Your ally can make a melee Strike against the triggering foe as a reaction. This Strike doesn't count toward that ally's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike. If your ally's Strike is successful, combine the damage from your successful ranged attack with the damage from your ally's melee attack for the purpose of determining resistances and weaknesses.
Guns & Gears, page 51.
FEAT 6
Prerequisites expert in Deception
Trigger A creature succeeded, but didn't critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast.
Requirements You are within 30 feet of the observer and the illusion.
You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target's Perception DC. If you succeed, the target fails to disbelieve the illusion.
Advanced Player’s Guide, page 142.
FEAT 6
Prerequisites expert in Deception
Trigger creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusionist from a spell that you Cast.
Requirements You are within 30 feet of the observer and the illusionist.
Perception check or Will save to disbelieve an illusionist from a spell that you Cast.
You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target’s the illusionist.
Player Core 1, page 202.
Cooperative Nature
FEAT 1
The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
This feat leads to: Cooperative Soul.
Core Rulebook, page 57.
Cooperative Soul
FEAT 9
Prerequisites Cooperative Nature
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success.
Core Rulebook, page 57.
Cooperative Soul
FEAT 9
You have developed a soul-deep bond with your comrades and maintain an even Greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, when you roll a Failure or critical Failure to Aid a skill check, you get a success instead.
FEAT 12
Prerequisites Marshal Dedication
You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike.
If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.
Advanced Player’s Guide, page 181.
FEAT 12
Prerequisites Marshal Dedication
You heroically dash into the fray, inspiring your allies to follow.
You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.
Player Core 2, page 205.
FEAT 12
Access Help either the Washboard Dogs or the Vaethoum Sweepers destroy their rival.
With a sharp whistle or wave of your hands, you distract an opponent from the fact that one of your allies is about to attack them. Choose a target and an ally, both of whom must be within 30 feet. The target is flat-footed against the first Strike the ally makes on their next turn; if your ally doesn't Strike that target, the effect is lost. Depending on how you describe your distraction, this action gains either the auditory or visual trait.
AoE3, page 75.
Core Attunement
FEAT 9
Prerequisites mage automaton
Your core allows you to draw more power from it. Select one 1st-level arcane spell and one 2nd-level or lower arcane spell, to which you have access. You can cast your chosen spells as arcane innate spells each once per day.
Enhancement Your attunement grows stronger. Select one 5th-level or lower arcane spell and one 6th-level or lower arcane spell, to which you have access. You can cast them as arcane innate spells each once per day, in addition to the original spells.
Guns & Gears, page 42.
FEAT 17
Frequency once per day
Your body transforms into a powerful magical cannon.
While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become immobilized until you use an Interact action to revert back to your standard form. While in your cannon form, the only actions you can use are to Strike with an energy blast unarmed attack or to Interact to revert back to your standard form. You can remain in your cannon form for up to 1 minute or until you take the action to revert back to your standard form, whichever comes first.
Energy blasts are a special ranged unarmed attack. You can only make energy blast Strikes while you're in your cannon form. Your energy blasts deal 3d8 fire damage and 3d6 force damage, which increases to 4d8 fire damage and 3d6 force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any handwraps of mighty blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 persistent fire damage.
Your energy blast doesn't add critical specialization effects.
If it matters for an effect dependent on weapon damage dice, an energy blast's number of weapon damage dice is three, or four at level 20.
Guns & Gears, page 43.
FEAT 13
Frequency once per day
Trigger You have the dying condition and are about to attempt a recovery check.
Your soul taps into your core's power to push against the grasp of death and allow you to recover consciousness.
You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way.
Enhancement Your soul can draw even more power from your core, granting you additional benefits. When you use Core Rejuvenation, you also gain a number of temporary Hit Points equal to three times your level. These Hit Points remain for 1 minute.
Guns & Gears, page 43.
Corgi Mount
FEAT 1
The smallest of fey have ridden corgis as mounts since time immemorial, leading to a pattern on corgis' backs called a "faerie saddle." You have formed a magical connection with a corgi that can serve as your mount. Your corgi familiar is Small rather than Tiny, and it's appropriate for use as your mount, unlike most familiars.
It has the scent ability, which counts against your limit for familiar and master abilities as normal. Furthermore, it can never gain a familiar ability that grants it any Speeds other than a land Speed. If you're a pixie, you can't ride a corgi due to your Size, but you can take this feat to gain a corgi familiar.
LOAG, page 130.
Cornered Fury
FEAT 5
When physically outmatched, you fight with unexpected ferocity. If a foe of a larger size than you critically hits and damages you, that foe is flat-footed to you for 1 round.
LOAG, page 55.
Corpse Stench
FEAT 12
Prerequisites Ghoul Dedication
Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be sickened 1 (plus slowed 1 on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute.
Book of the Dead, page 49.
FEAT 10
Access Kaetiarn have access to this feat.
Trigger You destroy an undead foe.
You defy Loulobreith with every undead you destroy, using your victory to rally your allies. Allies that can see you gain a +1 status bonus to attack and damage rolls against undead for 1 round, or a +2 status bonus to attack and damage rolls against undead for 2 rounds if the undead foe destroyed was a creature of your level or higher.
LOKL, page 85.
Corrupted Shield
FEAT 6
Prerequisites divine ally (shield), tenets of evil
Your shield ally is more than just a spirit of protection—it's a conduit for deadly divine magic. When you use your shield ally to Shield Block a melee unarmed attack or a melee weapon Strike from an adjacent creature, the attacker takes 1d6 evil or negative damage (your choice). If the attack or Strike breaks or destroys your shield, double this additional damage.
The damage the attacker takes increases to 2d6 at 11th level and 3d6 at 16th level.
Advanced Player’s Guide, page 119.
Coughing Dragon Display
FEAT 4
Prerequisites Firework Technician Dedication
This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing auditory or visual effects behind your magnificent display. You gain the Coughing Dragon fireworks display.
Guns & Gears, page 135.
FEAT 8
Prerequisites Curse Maelstrom Dedication
Trigger You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you are aware.
Requirements You are in a curse maelstrom state.
You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the curse or misfortune effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends.
Dark Archive, page 169.
FEAT 6
Prerequisites exactly one kinetic element
Trigger You're targeted by or in the area of an effect that has the trait matching your kinetic element and originates from an enemy or hazard.
Your absolute dedication to a single element lets you attempt to gain control over it, even when the element is in service to another entity. You attempt to counteract the effect, using your kineticist class DC – 10 as your counteract check modifier and half this impulse's level rounded up as the counteract rank. If you counteract the effect, you protect only yourself unless you got a critical success on your counteract check.
Level (12th) If you successfully counteract the effect, you can have it target or affect a different creature within 30 feet of you. If you got a critical success on the counteract check, you can choose the effect's targets or entire area.
Rage of Elements, page 22.
Counter Perform
FEAT 6
Prerequisites Bard Dedication
You gain the counter performance composition spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse.
Core Rulebook, page 222.
Counter Perform
FEAT 6
Prerequisites Bard Dedication
You gain the counter performance composition spell (page 370). This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by engaging your muse. (For more on focus spells, see page 298.)
Player Core 1, page 216.
FEAT 1
Trigger A creature Casts a Spell with the mental trait.
Requirements You have an unexpended spell slot you could use to Cast a Spell with the mental trait.
When a foe Casts a Spell that has the mental trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the mental trait.
You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could Cast a Spell with the mental trait. You then attempt to counteract the triggering spell.
Dark Archive, page 24.
FEAT 1
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
This feat leads to: Reflect Spell.
Advanced Player’s Guide, page 100.
FEAT 1
Trigger A creature casts a spell that you have in your repertoire.
Requirements You have an unexpended spell slot you could use to cast the triggering spell.
When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to counter it.
You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).
This feat leads to: Reflect Spell.
Core Rulebook, page 198.
FEAT 1
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it.
You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
This feat leads to: Clever Counterspell and Reflect Spell.
Core Rulebook, page 209.
FEAT 1
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had Cast the triggering spell. You then attempt to counteract the triggering spell (page 431).
Special This feat has the trait corresponding to the tradition of single spell you Cast (arcane, divine, primal, or occult).
Player Core 1, page 186.
FEAT 1
Trigger A creature Casts a Spell that you have prepared.
When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had Cast the triggering spell. You then attempt to counteract the triggering spell (page 431).
Player Core 1, page 201.
FEAT 4
Prerequisites warrior muse
With a rousing call, you exhort an ally to advance. If your next action is to cast the inspire courage composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to Stride.
This feat leads to: Courageous Onslaught.
Advanced Player’s Guide, page 112.
FEAT 4
Prerequisites warrior muse
With a rousing call, you exhort an ally to advance. If your next action is to Cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride.
Player Core 1, page 102.
FEAT 10
Prerequisites warrior muse
With a mighty shout, you can stir an ally to attack. If your next action is to cast the inspire courage composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to make a melee Strike.
This feat leads to: Courageous Onslaught and Shared Assault.
Advanced Player’s Guide, page 114.
FEAT 10
Prerequisites warrior muse
With a mighty shout, you can stir an ally to attack. If your next action is to Cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike.
Player Core 1, page 104.
FEAT 16
Prerequisites Courageous Advance, Courageous Assault
You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the inspire courage composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to Stride and then make a melee Strike.
Advanced Player’s Guide, page 115.
FEAT 16
Prerequisites Courageous Advance, Courageous Assault
You use your Performance to orchestrate an onslaught against your enemies. If your next action is to Cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride and then make a melee Strike.
Player Core 1, page 106.
FEAT 8
Prerequisites warrior muse
Trigger A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action.
Requirements You are affected by inspire courage.
You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the action is disrupted.
Advanced Player’s Guide, page 113.
FEAT 1
Access Subuk nationality
Trigger You critically fail a Diplomacy check.
Requirements You're in a settlement or community, and you haven't used Courteous Comeback in this settlement or community within the past month.
You grew up in the proud Faefalein Empire, where even insults have a certain poetic wit. Reroll the triggering Diplomacy check, using the second result.
LOCG, page 11.
Courtly Graces
FEAT 1
Prerequisites trained in Society
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren't one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
This feat leads to: Connections and Quick Contacts.
Core Rulebook, page 260.
Courtly Graces
FEAT 1
Prerequisites trained in Society
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant).
You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +single gate circumstance bonus to the check instead.
FEAT 12
Trigger An ally within 30 feet Casts a Spell.
You rhyme with your ally’s incantations or echo their movements, linking your magic to empower their spell in one of two ways: • If their spell deals damage and doesn’t have a duration, you grant that spell a status bonus to damage equal to its rank.
• If their spell doesn’t have a spellshape effect applied to it, apply the effects of any one spellshape feat you know to the spell. The spellshape feat must be one that can be applied to the triggering spell, and you must be able to use it (for instance, if the spellshape feat is usable only a limited number of times per day).
Player Core 1, page 189.
FEAT 1
Frequency once per round
Requirements You're wielding a loaded firearm or crossbow.
You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.
Guns & Gears, page 111.
Craft Anything
FEAT 15
Prerequisites legendary in Crafting
You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item's level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item's cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher's stone that have exclusive means of access and Crafting. The GM decides whether you can ignore a requirement.
Core Rulebook, page 260.
Craft Anything
FEAT 15
Prerequisites legendary in Crafting
You can find ways to Craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic uncommon weapons) and meet the item's level and proficiency requirements, you ignore just about any other requirement, such as being of a specific ancestry or providing single spell. If a requirement adds to the item's cost, you must still pay it (including castings of single spell that themselves have a cost). You can't ignore requirements of special uncommon weapons that have exclusive means of access and Crafting, such as artifacts. The GM decides whether you can ignore a requirement.
Craft Facsimile
FEAT 6
Prerequisites expert in Crafting, Vofalai Agent Dedication
You're renowned for your ability to recover important items, whether they're from a long-abandoned temple or a thieves' den, and sometimes that requires creating a stand-in. You can spend 1 minute to assemble a facsimile of an object of no more than 1 Bulk that you can see from available materials. The facsimile has the same shape and Bulk as the replaced object and can pass as the object if not examined.
A creature familiar with the original who examines the object automatically realizes that it is a fake. A creature not familiar with the original can still tell it was a hastily jury-rigged stand-in of some kind, but they might not know the object was supposed to be something else.
LOPSG, page 41.
Craft Philosopher's Stone
FEAT 20
Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the philosopher's stone and can add it to your formula book.
Core Rulebook, page 81.
Craft Philosopher's Stone
FEAT 20
Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone (page 295) and can add it to your formula book.
Player Core 2, page 69.
Crafter's Appraisal
FEAT 1
Prerequisites trained in Crafting
Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.
Advanced Player’s Guide, page 204.
Crafter's Appraisal
FEAT 1
Prerequisites trained in Crafting
Your Knowledge of uncommon weapons' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic uncommon weapons, though not on any other sorts of magic.
FEAT 13
Access You are from Zouzeikod or Tobraid.
Prerequisites master in Crafting
Frequency once per day
Trigger You misfire with a firearm or you roll a failure on a Strike with a ranged weapon
You sense a minor flaw in the weapon as you fire it, and quickly adjust your aim on the fly to avoid the flaw. If the triggering Strike was a misfire, you get a normal failure instead. If the triggering Strike was a failure, it becomes a glancing blow that deals minimum damage for the Strike (adding any bonuses as normal but getting a result of 1 for all damage dice that would be rolled on a success). The glancing blow does not apply other effects that would normally happen only on a hit.
Guns & Gears, page 201.
FEAT 6
Prerequisites Crane Stance
Trigger You are targeted with a melee attack by an attacker you can see.
Requirements You are in Crane Stance.
You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn't within your reach.
Core Rulebook, page 161.
FEAT 6
Prerequisites Crane Stance
Trigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
You interpose your arm between yourself and your opponent.
+3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.
Player Core 2, page 121.
FEAT 1
Requirements You are unarmored.
You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
This feat leads to: Crane Flutter.
Core Rulebook, page 158.
FEAT 1
Requirements You are unarmored.
Your arms flutter like a crane’s wings. You gain a +single gate circumstance attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Player Core 2, page 118.
FEAT 18
Frequency once per round
Trigger You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell.
As your overwhelming psyche fells a creature, you use its flickering consciousness to detonate psychic energy from the creature's head. Each enemy you reduced to 0 Hit Points dies and its head explodes. Each exploding head generates a shockwave in a 15-foot emanation around that enemy. Each creature in any of the emanations takes 10d6 bludgeoning damage with a basic Reflex save. If this damage reduces an enemy to 0 Hit Points, its head also explodes, potentially damaging more creatures and potentially causing more detonations. A given creature can take damage only once from a single use of Cranial Detonation.
Dark Archive, page 29.
Crashing Slam
FEAT 10
Prerequisites Slam Down
You can dash your foe to the ground with a single gate blow. When you use Slam Down, instead of making a Strike followed by a trip, you can attempt a single Strike. If you do and your Strike hits, instead of rolling a check for your trip attempt, you automatically apply the critical success effect of a trip.
If you used a two-handed melee Weapon for the Strike, you can use the Weapon’s damage die size instead of the regular die size for the damage from a critical trip.
Player Core 1, page 147.
FEAT 6
You mimic the motions of a beast of your devising, and it becomes real, with a flaming pelt and searing claws. It is Small and appears in an unoccupied space within 30 feet. You can sense from the crawling fire's space as well as your own, using your senses. When you use a fire impulse, you can have it originate from the crawling fire instead of you (with the exception of impulses that affect your kinetic aura). The creation lasts until the end of your next turn, but you can Sustain it up to 1 minute. Each time you Sustain it, you can have the crawling fire Stride up to 40 feet. The crawling fire can be attacked. It uses your statistics for defenses but is immune to fire. Any damage that would be dealt to the crawling fire is dealt to you instead, though you take damage only once from any ability that includes both you and the creation in the area of effect. If you use Crawling Fire again, any previous one ends.
Level (10th) The fire can be Small, Medium, or Large.
Level (14th) The fire can be Small, Medium, Large, or Huge.
Level (8th) The fire can be Small or Medium.
Rage of Elements, page 28.