57 feats, from Creative Prodigy to Cynical.
Creative Prodigy · Cremate Undead · Cremate Undead · Criminal Connections · Crimson Oath Devotion · Crimson Shroud · Cringe · Cringe · Critical Debilitation · Critical Debilitation · Critter Shape · Crone's Cruelty · Cross The Final Horizon · Cross the Final Horizon · Cross The Threshold · Crossblooded Evolution · Crossblooded Evolution · Crossbow Ace · Crossbow Ace · Crossbow Crack Shot · Crossbow Terror · Crossbow Terror · Crowd Mastery · Crown of the Graefiadeik Kar · Crowned in Tempest's Fury · Crude Communication · Crude Communication · Cruelty · Cruelty · Crunch · Crunch · Crushing Grab · Crushing Grab · Cryptic Spell · Crystal Healing · Crystal Keeper Dedication · Crystal Luminescence · Crystal Ward Spells · Crystalline Cloud · Crystalline Dust · Cultural Adaptability · Cultural Adaptability · Cunning Climber · Cunning Hair · Cunning Tinker · Cunning Trickster Mask · Current Spell · Current Spell · Curse Maelstrom Dedication · Curse of the Graefiadeik Kar · Cursed Effigy · Cut From The Air · Cut From The Air · Cut The Bonds · Cycle Spell · Cyclonic Ascent · Cynical
Creative Prodigy
FEAT 1
You have a powerful creative drive, useful for prevarication and performance. You gain the trained proficiency rank in Deception and Performance. If you are already trained in either of these skills, you become trained in a skill of your choice in its place. You also become trained in Art Lore.
LOAG, page 97.
Cremate Undead
FEAT 8
Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell's level.
Core Rulebook, page 124.
Cremate Undead
FEAT 8
Your overwhelming vitality sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell's rank.
Player Core 1, page 117.
Criminal Connections
FEAT 2
Prerequisites expert in Society, Streetwise
You have dealings with a variety of unsavory characters, which you can leverage to trade favors or meet powerful people. When you're in an area where you have 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 criminal, such as a thieves' guild leader, 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.
Advanced Player’s Guide, page 204.
Crimson Oath Devotion
FEAT 14
Prerequisites Knight Reclaimant Dedication, ability to cast focus spells
You've made the Crimson Oath a part of yourself; you mumble it in your sleep and recite it under your breath as you march.
You become an expert in divine spell attacks and spell DCs. 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.
LOKL, page 76.
FEAT 6
Prerequisites Tranithair Mantis Assassin Dedication
Frequency A number of times per day equal to your number of class feats from the Tranithair Mantis assassin archetype
You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level.
You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud.
This feat leads to: Fading.
LOWG, page 71.
FEAT 1
Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.
With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.
Advanced Player’s Guide, page 14. Reprinted in LTiBA.
FEAT 1
Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.
With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.
Critical Debilitation
FEAT 12
Prerequisites Debilitating Strike
Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.
Core Rulebook, page 187.
Critical Debilitation
FEAT 12
Prerequisites Debilitating Strike
Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following Debilitation to the list you can choose from.
• Debilitation The target attempts a Fortitude save against Critical Success The target is unaffected.
Success The target is slowed 1 until the end of your next turn.
Failure The target is slowed 2 until the end of your next turn.
Critical Failure The target is paralyzed until the end of your next turn.
Player Core 1, page 175.
Critter Shape
FEAT 1
Once per hour, you can use Change Shape to enter a critter shape. While in critter shape, you gain the effect of a 1st-level pest form, except you can only transform into an animal matching your inherent animal. You can remain in critter shape for up to 10 minutes, after which you transform back into your hybrid shape and can't enter your critter shape again for 1 hour. You can instead use Change Shape to return to your humanoid or hybrid shape at any time during the duration of Critter Shape. If your inherent animal is normally larger than Tiny, you transform into a smaller, younger version of the animal, such as a Tiny bear cub. If your inherent animal has a fly Speed, you can turn into that animal (unlike normal for 1st-level pest form), but you still don't gain a fly Speed.
LOAG, page 81.
Crone's Cruelty
FEAT 17
Filled with rancor and hate, you rend the minds of those who displease you. You can cast warp mind once per day as an occult innate spell.
LOAG, page 24.
FEAT 20
Prerequisites Sky and Heaven Stance
Requirements You are in Sky and Heaven Stance.
You Stride up to your Speed and your ki enshrouds your limbs in a terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet.
At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you have made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each Strike. If you successfully hit with all three Strikes, the target is drained 3.
AoE2, page 79.
FEAT 20
Prerequisites Sky and Heaven Stance
Requirements You're in Sky and Heaven Stance.
You Stride up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each Strike. If you successfully hit with all three Strikes, the target is drained 3.
LOIL, page 225.
Cross The Threshold
FEAT 16
Prerequisites Ghost Eater Dedication
You can cast ethereal jaunt as an occult innate spell once per day. You don't need to Sustain the Spell; instead, it lasts for 10 minutes or until you choose to return to your material form as a free action.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 79.
Crossblooded Evolution
FEAT 8
Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline's tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can't have more than one spell from another tradition in your spell repertoire at the same time using this feat.
This feat leads to: Greater Crossblooded Evolution.
Core Rulebook, page 200.
Crossblooded Evolution
FEAT 8
Odd interactions in your bloodline provide you with unexpected effects. Choose another bloodline. You know the blood magic effect of that bloodline. If the blood magic effect has a variable effect based on a choice you would have made at 1st level (such as the elemental bloodline’s elemental influence), you make that decision when you take this feat.
Player Core 2, page 154.
Crossbow Ace
FEAT 1
You have a deep understanding of the crossbow. When you're wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost.
Core Rulebook, page 171.
FEAT 1
Requirements You are wielding a crossbow with reload 1 or higher.
Your deep understanding of the crossbow allows you to reload 1 efficiently while moving yourself out of the line of return fire.
Either Create a Diversion or Take Cover, then Interact to reload 1.
As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover.
Player Core 1, page 157.
Crossbow Crack Shot
FEAT 1
You have a deep understanding of the crossbow. When you're wielding a crossbow and Interact to reload it, including Interact actions as part of your slinger's reload and similar effects, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. As normal, this isn't cumulative with the +1 circumstance bonus from singular expertise. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your turn or these benefits are lost.
Guns & Gears, page 111.
Crossbow Terror
FEAT 6
Prerequisites Archer Dedication
You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat Crossbow Ace).
Advanced Player’s Guide, page 157.
FEAT 6
Prerequisites Archer Dedication
Your skill with a crossbow strikes terror into your opponents when you threaten them with the next bolt. Interact to reload a crossbow and then attempt an Intimidation check to Demoralize. You gain a +2 circumstance bonus to this check if you succeeded at a Strike with a crossbow this turn.
Player Core 2, page 185.
Crowd Mastery
FEAT 6
Prerequisites Lost in the Crowd
You use the crowd to your advantage, diverting your foes' attention to potential hidden dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet.
LOWG, page 131.
Crown of the Graefiadeik Kar
FEAT 6
Prerequisites Pactbound Dedication
Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the graefiadeik kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain scent as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to Stealth checks made to Sneak or Hide in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals 1d8 bludgeoning damage. Your horns are in the brawling group and have the shove and trip traits.
LOMM, page 10.
FEAT 18
You become one with a devastating thunderstorm from the Plane of Air, placing a crown of lightning upon your brow. Sparks flash in your eyes, and lightning strikes constantly in the air around you as howling winds lift you from the ground.
Rage of Elements, page 25.
Crude Communication
FEAT 8
Prerequisites Linguist Dedication
Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.
Advanced Player’s Guide, page 178.
Crude Communication
FEAT 8
Prerequisites Linguist Dedication
Even if you don’t speak a creature’s language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the language’s rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you’re legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn’t know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.
Player Core 2, page 203.
FEAT 4
Prerequisites devotion spell (touch of corruption)
The harm you deal with your corrupting touch saps the strength from your enemy's body. If your next action is to cast touch of corruption on a living creature, the target is also enfeebled 1 for 1 minute if it fails its save (enfeebled 2 if it critically fails).
This feat leads to: Greater Cruelty.
Advanced Player’s Guide, page 119.
Cruelty
FEAT 4
Prerequisites touch of the void
The harm you deal with your corrupting touch saps the strength from your enemy’s body. You can Cast touch of the void targeting a living creature using 2 skill action instead of single gate. If you do, the target is also enfeebled 1 for single gate minute if it fails its save (enfeebled 2 if it critically fails).
Player Core 2, page 95.
Crunch
FEAT 1
Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the grapple trait.
LOME, page 113.
Crunch
FEAT 1
Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals 1d8 piercing damage instead of 1d6 and gains the grapple trait.
Crushing Grab
FEAT 2
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Core Rulebook, page 160.
Crushing Grab
FEAT 2
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Player Core 2, page 119.
FEAT 4
Requirements You're in natural terrain.
You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp.
If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment.
This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.
Dark Archive, page 64.
Crystal Healing
FEAT 1
Prerequisites trained in Occultism
You know how to stimulate a body's natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of healer's tools, which allows you to attempt to Treat Disease or Treat Poison using Occultism rather than Medicine. Examples and prices of semiprecious stones can be found on page 114 of the Gamemastery Guide.
If you're an expert in Occultism and you use gems whose total value equals or exceeds 50 gp, you gain a +1 item bonus to your Occultism check. If you're a master and the gems' value equals or exceeds 700 gp, the item bonus increases to +2; if you're legendary in Occultism and the gems' value equals or exceeds 15,000 gp, the item bonus increases to +3.
Dark Archive, page 78.
Crystal Keeper Dedication
FEAT 4
Prerequisites trained in Elven Lore or Society
You can use Arcana, Occultism, Religion, or Society to Decipher Writing by meditating before a crystal, regardless of the type of writing. When you Decipher Writing and roll a critical failure, you get a failure instead, and when you Decipher Writing and roll a success, you get a critical success instead.
Additionally, you gain resistance 10 to damage from hazards associated with crystals.
Special You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype.
This feat leads to: Armor Rune Shifter, Crystal Ward Spells, Simple Crystal Magic, and Weapon-rune Shifter.
FEAT 1
Your horn glows with bioluminescent color, casting bright light in a 20-foot emanation (and dim light for the next 20 feet). This light can be any color. The most common colors are blue and purple, except for trogloshi, who normally shed white light. The light shuts off when you take this action again or fall unconscious.
If a spell or ability would activate your glowing horn while Crystal Luminescence is active, it instead increases the radius of the bright light and dim light by 10 feet each until the start of your next turn. This isn't cumulative, so using another such ability doesn't increase the radius again.
Special If you have the trogloshi heritage, you can select this feat a second time (in addition to gaining it automatically from your heritage). If you do, you increase the area to a 40-foot emanation (and dim light for the next 40 feet). In addition, you can use Crystal Luminescence as a free action the first time you use it on each of your turns.
LOIL, page 43.
Crystal Ward Spells
FEAT 4
Prerequisites Crystal Keeper Dedication
Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to research and memorize the properties of gems.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the electrified crystal ward focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence.
Crystalline Cloud
FEAT 9
Prerequisites Crystalline Dust
When you use Crystalline Dust, you can spend one additional action to disperse the motes as a 10-foot-radius cloud centered on you instead of as haze; the activity gains the concentrate trait. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it.
LOAG, page 78.
FEAT 5
Frequency once per day
You've learned to disperse the crystalline motes coating your body as a haze. You become concealed, though you can't use this concealment to Hide or Sneak, as normal for concealment where your position is still obvious. The motes stay within an inch of your skin, move with you, and last for a number of rounds equal to half your level.
This feat leads to: Ancillary Motes and Crystalline Cloud.
LOAG, page 77.
Cultural Adaptability
FEAT 5
During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
Core Rulebook, page 53.
Cultural Adaptability
FEAT 5
During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
Cunning Climber
FEAT 9
Whether you are climbing a ship's rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can't.
You gain a climb Speed of 10 feet.
LOCG, page 45.
Cunning Hair
FEAT 5
Your hair moves under your control. You can perform simple Interact actions with your hair, such as opening an unlocked door. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
LOAG, page 23.
Cunning Tinker
FEAT 5
Time spent tending to your own form has unlocked your ability to fix other things.
You can cast 1st-level mending once per day as an arcane innate spell. At 7th level, the spell is heightened to 2nd level, and every 3 levels thereafter, the spell is heightened an additional spell level. Even though you're alive and not an object, and you can't normally recover Hit Points from effects that repair objects (like the Repair skill), you can target yourself with this innate spell and use it to recover Hit Points.
LOTGB, page 64.
Cunning Trickster Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to Feint a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a –2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the Conceal Spell feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.
FEAT 6
As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.
Advanced Player’s Guide, page 124.
FEAT 6
Prerequisites Elementalist Dedication, air or water is in your elemental philosophy
As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.
Rage of Elements, page 59.
Curse Maelstrom Dedication
FEAT 2
Prerequisites You are cursed or have previously been cursed.
A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result.
This is a misfortune effect. If you do so, you enter a curse maelstrom state. If the misfortune effect is somehow canceled or negated (by a fortune effect, for example), you don't enter a curse maelstrom state.
In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state.
No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute.
While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target.
This feat leads to: Familiar Oddities, Unnerving Expansion, Share Burden, Accursed Magic, Counter Curse, and Torrential Backlash.
Dark Archive, page 168.
FEAT 14
Prerequisites Frostbite Runes
Frequency once per day
You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails.
The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die.
LOMM, page 10.
FEAT 8
Prerequisites Exploit Vulnerability
Requirements Your last action was a successful Strike against the target of your Exploit Vulnerability, and the Strike dealt physical damage.
After your attack, you grab a bit of blood, cut hair, or other piece of the creature's body. You incorporate the material into a premade doll, paper figure, or other effigy to create a sympathetic link that makes it harder to resist your abilities. As long as you are Exploiting Vulnerability against that creature, it takes a –2 status penalty to its saving throws against thaumaturge abilities or items that use your thaumaturge class DC.
Dark Archive, page 45.
FEAT 10
Trigger You are the target of a physical ranged Strike.
Requirements You're aware of the attack, not flat-footed against it, and either have a hand free or are wielding a melee weapon.
You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.
This feat leads to: Smash From The Air.
Advanced Player’s Guide, page 127.
FEAT 10
Trigger You are the target of a physical ranged Strike.
Requirements You’re aware of the attack, not off-guard against it, and either have a hand free or are wielding a melee Weapon.
You can knock aside ranged attacks. You gain a +4 circumstance you knocked or cut it out of the air.
Player Core 1, page 147.
FEAT 12
Prerequisites Bellflower Dedication, expert in a melee weapon
Select a magical effect that has made an adjacent member of your crop clumsy, grabbed, paralyzed, restrained, or slowed. Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed.
Age of Ashes #3: Tomorrow Must Burn, page 75.
Cycle Spell
FEAT 4
Prerequisites Soul Warden Dedication
Your devotion to the cycle of souls grants you an additional divine spell. Choose from bless, disrupting weapons, or heal. You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell.
Book of the Dead, page 26.
FEAT 8
Whorls of wind surround your lower body, forming a cyclone that lifts you into the air. You gain a fly Speed equal to your land Speed or 30 feet, whichever is greater, for 10 minutes. Unlike with a normal fly Speed, you can move upward without treating it as difficult terrain. In addition, you can remain in the air at the end of your turn if you used an air impulse during that turn, even if you didn't use a Fly action that turn.
Level (14th) You can target up to five additional creatures, each of which gains a fly Speed equal to its land Speed or 30 feet, whichever is greater. They don't gain the other benefits.
Rage of Elements, page 25.
Cynical
FEAT 1
You've been approached with suspicion and distrust throughout your life and return these sentiments back to the strangers you encounter.
As a result, you are difficult to deceive. You gain a +1 circumstance bonus to your Perception DC against Lies and Impersonations.
Azarketi Ancestry Web Supplement, page 4.