60 feats, from Disk Rider to Divine Grace.
Disk Rider · Disorienting Opening · Disorienting Opening · Disorienting Venom · Dispelling Slice · Dispelling Slice · Dispelling Spellstrike · Disrupt Ki · Disrupt Prey · Disrupt Prey · Disrupt Qi · Disrupting Strikes · Disruptive Blur · Disruptive Stance · Disruptive Stance · Disruptive Stare · Distant Cackle · Distant Cackle · Distant Wandering · Distracting Explosion · Distracting Feint · Distracting Feint · Distracting Flattery · Distracting Flattery · Distracting Performance · Distracting Performance · Distracting Shadows · Distracting Shadows · Distracting Shot · Distracting Shot · Distracting Spellstrike · Distracting Toss · Disturbing Defense · Disturbing Knowledge · Disturbing Knowledge · Diverse Armor Expert · Diverse Lore · Diverse Mystery · Diverse Mystery · Diverse Recognition · Diverse Weapon Expert · Diverse Weapon Expert · Diverting Vortex · Diverting Vortex · Divine Access · Divine Aegis · Divine Aegis · Divine Ally · Divine Apex · Divine Breadth · Divine Breadth · Divine Castigation · Divine Countermeasures · Divine Disharmony · Divine Effusion · Divine Effusion · Divine Emissary · Divine Evolution · Divine Evolution · Divine Grace
Disk Rider
FEAT 6
Prerequisites Spell Trickster Dedication, ability to cast floating disk
When you cast floating disk, you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects.
Heightened (3rd) The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends.
LOTGB, page 123.
Disorienting Opening
FEAT 8
Prerequisites Attack of Opportunity
You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, that creature becomes flat-footed until the start of your next turn.
Advanced Player’s Guide, page 126.
Disorienting Opening
FEAT 8
Prerequisites Reactive Strike
You use your foes’ openings to expose even Greater weaknesses.
When you hit a creature as part of a Reactive Strike, that creature becomes off-guard until the start of your next turn.
Player Core 1, page 146.
Disorienting Venom
FEAT 9
Prerequisites Venomous Anadi
The venom injected by your fangs disorients your foes. A creature damaged by your anadi venom must attempt a Fortitude save against your class DC or spell DC, whichever is higher, or become flat-footed for 1 round.
LOME, page 106.
FEAT 16
Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature (your choice). If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.
Core Rulebook, page 189.
FEAT 16
Your Sneak attack slices through the threads binding magic to a target. Make a Strike against an off-guard creature. If your Strike deals sneak attack damage, you attempt to counteract a single spell of your choice active on the target. Your counteract rank is equal to half your level (rounded up), and your counteract check
Player Core 1, page 177.
FEAT 16
Prerequisites Spellstrike
Requirements Your Spellstrike is charged.
The spell you deliver tries to force out magic affecting your enemy. Make a Spellstrike. If it hits, you also attempt to counteract a single spell (of your choice) active on the target. The counteract level is half your level rounded up, and the counteract check modifier is the standard modifier for counteracting with a spell (your Intelligence modifier plus your spellcasting proficiency bonus, plus any bonuses or penalties that specifically apply to counteract checks).
Secrets of Magic, page 49.
FEAT 12
Make an unarmed Strike. If it deals damage to a living creature, you block that creature's inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you're 18th level or higher, this deals 3d6 persistent negative damage instead.
Core Rulebook, page 163.
FEAT 4
Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it's using.
Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action.
Core Rulebook, page 172.
FEAT 4
Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using.
Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action (page 415).
Player Core 1, page 159.
FEAT 12
You carefully target a creature’s pressure points to block its inner life force. Make an unarmed Strike. If it deals damage to a living creature, that creature takes 2d6 persistent void damage and is enfeebled 1 until the persistent damage ends.
If you’re 18th level or higher, the persistent void damage increases to 3d6.
Player Core 2, page 124.
FEAT 6
Prerequisites Ghost Eater Dedication
You call forth positive energy from within to help you destroy undead. Your weapon and unarmed Strikes gain the effects of a disrupting property rune until the start of your next turn.
If you're 14th level or higher, your Strikes instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 79.
Disruptive Blur
FEAT 14
Prerequisites way of the drifter
You use cacophonous blasts from your gun or distracting shots from your crossbow to cause momentary diversions, letting you move about the battlefield with impunity.
After you make a Strike with a firearm or crossbow, creatures can't take reactions that would be triggered by your movement for the rest of your turn.
Guns & Gears, page 118.
FEAT 10
The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it's a critical hit).
Core Rulebook, page 150.
FEAT 10
The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ skill action. As long as you are in this stance, you can use Reactive Strike when a creature within your reach uses a concentrate action, in addition to manipulate and move skill action. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).
Player Core 1, page 147.
FEAT 13
Trigger A creature within 30 feet attempts to Cast a Spell with the concentrate trait.
Your frigid gaze can turn a foe's blood to ice. The triggering creature must attempt a Will save against your class DC or spell DC, whichever is higher. It then becomes temporarily immune for 24 hours.
Failure The triggering spell takes a –2 status penalty to its spell attack rolls and DCs.Critical Failure The triggering spell is disrupted.LOIL, page 51.
Distant Cackle
FEAT 5
Prerequisites witch gnoll heritage
It takes a very brave person to enter the laughter-haunted forest where you dwell. You can cast ventriloquism once per day as a 1st-level occult innate spell.
LOME, page 113.
Distant Cackle
FEAT 5
Prerequisites witch kholo heritage
It takes a very brave person to enter the laughter-haunted forest where you dwell. You can Cast ventriloquism once per day as a 1st-rank occult innate spell.
FEAT 10
Your body falls unconscious and your spirit projects out of it.
While in spirit form, you can't consciously move your body, and you are invisible and inaudible, though a creature still might notice the signs of your presence and passing, just like for an invisible creature affected by silence, or a prying eye. You can freely move about, though you can't touch or move anything, cast spells, attack, or otherwise affect anything around you.
Despite your ghostly form, you are not incorporeal and can't pass through barriers you couldn't in your body. Most effects can't harm your spirit form, though some spells, like spirit blast and spirit song, explicitly damage a creature's spirit.
You can return to your body as a free action. If you are in spirit form at the beginning of your turn, you must attempt another backlash check for your deviation, returning to your body if you fail.
Awakening Your spirit moves at the speed of thought. You gain a fly Speed and a +20-foot status bonus to your Speed while in spirit form.
Awakening Time seems to pass more slowly while you are projecting your spirit, letting you notice things around you. When you enter spirit form, you can Recall Knowledge or Seek. You are quickened while in spirit form and can use the extra action only to Recall Knowledge or Seek.
Dark Archive, page 78.
FEAT 10
Prerequisites offensive boost
Trigger A creature within your reach uses a concentrate action.
Your enemies think they can concentrate on something else while you're nearby? Oh, you'll give them a distraction, all right! Make a melee Strike against the triggering creature with a weapon or unarmed attack that is benefiting from your offensive boost. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Unstable Function You pull out all the stops to create an explosive distraction. Add the unstable trait to Distracting Explosion. If the attack hits, you disrupt the triggering concentrate action.
Special If your innovation is a minion, it can take this reaction instead of you, even though minions can't normally take reactions or act when it's not their turn. It uses your reaction for the turn to do so.
Guns & Gears, page 28.
Distracting Feint
FEAT 2
Prerequisites Scoundrel racket
Your Feints are far more distracting than normal, drawing your foes' attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
Core Rulebook, page 183.
Distracting Feint
FEAT 2
Prerequisites Scoundrel racket
Your Feints are far more distracting than normal. While a creature is off-guard by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
Player Core 1, page 171.
FEAT 4
Prerequisites Dandy Dedication, expert in Deception
Trigger You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior.
You know how to maintain a good impression and manage your image, even while keeping uncouth company.
Make a Deception check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
Success The target's attitude doesn't decrease as a result of your ally's social blunder.Failure The target's attitude decreases, as normal.Critical Failure Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.Advanced Player’s Guide, page 167.
FEAT 4
Prerequisites Dandy Dedication, expert in Deception
Trigger You observe a target’s attitude toward yourself or your allies decrease as a result of an ally’s behavior.
You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
Success The target’s attitude doesn’t decrease as a result of your ally’s social blunder.
Failure The target’s attitude decreases as normal.
Critical Failure Your attempt makes matters worse, decreasing the target’s attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.
Player Core 2, page 195.
Distracting Performance
FEAT 2
Prerequisites expert in Performance
Your performances are especially distracting, allowing your allies to Sneak away with ease. When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll a Performance check and use that result to determine the outcome of the diversion, instead of the ally rolling a Deception check.
Advanced Player’s Guide, page 205.
FEAT 2
Prerequisites expert in Performance
Your performances are especially distracting, allowing your allies to Sneak away with ease. You Create a Diversion, except you roll a Performance check instead of Deception, and the benefits of successful checks apply to an ally of your choice instead of you. The effects of a success last until the end of that ally's turn, and can end early based on the ally's skill action. You don't need to be observing your ally or know where they are, but you need to know they're present to choose them.
Distracting Shadows
FEAT 1
You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.
This feat leads to: Ceaseless Shadows.
Core Rulebook, page 52.
Distracting Shadows
FEAT 1
You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak skill action, though you still can't use such creatures as cover for other uses, such as the Take Cover action.
Distracting Shot
FEAT 12
The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it's flat-footed until the start of your next turn.
This feat leads to: Greater Distracting Shot.
Core Rulebook, page 175.
Distracting Shot
FEAT 12
The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged Weapon, or hit it at least twice on the same turn with a ranged Weapon, it’s off-guard until the start of your next turn.
Player Core 1, page 161.
FEAT 4
Prerequisites laughing shadow hybrid study, Spellstrike
Requirements You're in Arcane Cascade stance and have a hand free.
You weave distracting magic with one hand to enhance your Spellstrike. Make a Spellstrike and Feint against the target of your Strike. Do this immediately before making the Strike, but after choosing your target. The Feint gains the arcane, illusion, and visual traits, and it always has the basic effects of a Feint, rather than applying any adjustments or alternate effects from other feats or abilities.
Secrets of Magic, page 44.
FEAT 8
You toss one Weapon into the air as a distraction as you throw another. Choose a creature within 30 feet and Feint against it; you can attempt this Feint even if the target is not within melee range, and if the target becomes off-guard as a result of the Feint, this applies to your thrown Weapon attacks for the duration.
Regardless of the result, you can then Interact to draw a thrown Weapon and make a thrown Weapon Strike against the target. If you have an open hand, you then catch the Weapon you originally tossed into the air unless you critically failed at your attempt to Feint, in which case it lands on the ground at your feet.
Player Core 2, page 167.
Disturbing Defense
FEAT 4
Prerequisites Oozemorph Dedication
Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from persistent bleed damage is 13, rather than 15.
This feat leads to: Peculiar Anatomy and Rubbery Skin.
The Slithering, page 59.
FEAT 7
Prerequisites master in Occultism
You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets.
Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism.
Those creatures are temporarily immune for 24 hours.
Critical Success The target becomes confused for 1 round and frightened 1.Success The target becomes frightened 1.Failure The target is unaffected.Critical Failure You get overly caught up in your own words and become frightened 1.Advanced Player’s Guide, page 205.
Disturbing Knowledge
FEAT 7
Prerequisites master in Occultism
You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.
Critical Success The target becomes confused for 1 round and frightened 1.Success The target becomes frightened 1.Failure The target is unaffected.Critical Failure You get overly caught up in your own words and become frightened 1.Diverse Armor Expert
FEAT 14
Prerequisites Champion Dedication, expert in unarmored defense or one or more types of armor
Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert.
Core Rulebook, page 223.
Diverse Lore
FEAT 1
Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.
Dark Archive, page 42.
Diverse Mystery
FEAT 16
Prerequisites Advanced Revelation
You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell.
When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal curse effects you gain from casting a revelation spell. This additional minor curse effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional curse effect.
You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's curse effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish Casting the Spell.
Advanced Player’s Guide, page 81.
Diverse Mystery
FEAT 16
Prerequisites Advanced revelation
You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell.
This spell gains the cursebound trait for you, and when you Cast it, you gain the cursebound single gate effects of its mystery in addition to your normal curse effects. Any ability that lets you use a cursebound ability without increasing the severity of your curse also prevents you from gaining this additional curse effect.
You can’t Cast your chosen revelation spell if any of the following conditions are true: its mystery’s curse effects directly conflict with or negate the effects of your own mystery’s curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or if either of these criteria would be met once you finish Casting the Spell.
Player Core 2, page 143.
FEAT 8
Prerequisites Vofalai Agent Dedication, master in a skill used to Recall Knowledge
Frequency once per round
Trigger You successfully Recall Knowledge about a creature you can see, using a skill in which you are a master.
Your Vofalai training allows you to quickly size up numerous threats. Attempt to Recall Knowledge against a different kind of creature you can see using the same skill. You must still meet the requirements to attempt this check.
LOPSG, page 41.
Diverse Weapon Expert
FEAT 12
Prerequisites Fighter Dedication, expert in any kind of weapon or unarmed attack
Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.
Core Rulebook, page 226.
Diverse Weapon Expert
FEAT 12
Prerequisites Fighter Dedication, expert in any kind of weapon or unarmed attack
Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.
Player Core 1, page 219.
FEAT 6
Requirements Your most recent action was to cast a noncantrip spell.
You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.
Advanced Player’s Guide, page 139.
FEAT 6
Requirements Your most recent action was to Cast a noncantrip spell.
You use vestiges of magic to create a protective vortex. Until the ranged Weapon attacks and physical ranged unarmed attacks.
Player Core 2, page 154.
Divine Access
FEAT 4
Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire.
Special You can select this feat more than once. You can't choose the same spells more than once, but you can choose a different domain or a different deity with the same domain you've previously selected with this feat.
Advanced Player’s Guide, page 79.
FEAT 2
Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.
You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other divine effects. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine magical effects, but you also take a –1 circumstance penalty to saves against divine effects.
Advanced Player’s Guide, page 79.
FEAT 2
Trigger You attempt a saving throw against a magical effect, but you haven’t rolled yet.
A barrier offers protection against other magic but leaves you exposed to divine energy. Until the beginning of your next turn, you gain a +single gate circumstance bonus to saving throws against nondivine magical effects, but you also take a –single gate circumstance penalty to saves against divine effects.
Player Core 2, page 138.
Divine Ally
FEAT 6
Prerequisites Champion Dedication
You gain a divine ally of your choice.
Core Rulebook, page 223.
Divine Apex
FEAT 18
You can pour divine power into an item, letting the wearer exceed their limits. When you complete your daily preparations, you can touch one worn magical item that doesn't have the apex trait. It gains the apex trait until your next preparations (GM Core 270), and you choose one of your deity's divine attributes (page 35). The item increases that attribute modifier by single gate or to +4, whichever is higher. A character can benefit from only one apex item at a time, as normal.
Player Core 1, page 121.
Divine Breadth
FEAT 8
Prerequisites Basic Cleric Spellcasting
You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest Cleric spell slots.
Core Rulebook, page 224.
Divine Breadth
FEAT 8
Prerequisites Basic Cleric Spellcasting
As your understanding increases, your god grants you more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell rank other than your two highest cleric spell slots.
Player Core 1, page 217.
Divine Castigation
FEAT 1
Prerequisites holy or unholy trait
Your deity's grace doesn't extend to your sworn enemies. When you Cast a harm or heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn't normally damage them. The spell deals Spirit instinct damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal Spirit instinct damage to a fiend that has the unholy trait.
Player Core 1, page 113.
Divine Countermeasures
FEAT 9
You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against divine effects.
Advanced Player’s Guide, page 36.
FEAT 1
From your collection of religious trinkets, you pull out opposing divine objects—such as the religious symbols of two deities that are hated enemies—and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your choice of a Deception or Intimidation check against the Will DC of a creature you can see within 60 feet, with the following results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine spells, you gain a +2 circumstance bonus to your skill check. The GM might determine that a creature that despises all deities, such as an lomos, is unaffected.
Critical Success The creature is flat-footed to your attacks until the end of your next turn.Success The creature is flat-footed against your attacks until the end of your current turn.Dark Archive, page 42.
Divine Effusion
FEAT 18
The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.
Advanced Player’s Guide, page 81.
Divine Effusion
FEAT 18
The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can Cast a Spell after you’ve run out of spell slots of the appropriate spell rank; the two single spell you Cast with this feat must be of different spell ranks.
Player Core 2, page 143.
Divine Emissary
FEAT 6
Access Kaetiarn have access to this feat.
Prerequisites a familiar, you follow a good-aligned deity or patron
Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. You can select one additional familiar ability each day, which must be one of the following divine emissary familiar abilities. You can't select more than one divine emissary familiar ability at a time.
Erudite Your familiar has incredible religious knowledge. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Religion check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds its check to Aid you with Religion checks or automatically critically succeeds if you're a master in Religion.
Luminous Your familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress or resume this light by using an action, which has the concentrate trait.
Medic Your familiar can draw upon the power of your deity to Cast a Spell once per day. The familiar can cast the 1-action version of heal at a level 2 levels lower than your highest-level spell slot, which it can cast only on you. You must be able to cast 3rd-level spells from spell slots to select this ability.
Radiant Your familiar is filled with a divine radiance that makes it resistant to the forces of evil. Your familiar gains resistance to evil and negative damage equal to half your level.
LOKL, page 83.
Divine Evolution
FEAT 4
Prerequisites bloodline that grants divine spells
The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire.
This feat leads to: Greater Vital Evolution and Greater Spiritual Evolution.
Core Rulebook, page 199.
Divine Evolution
FEAT 4
Prerequisites bloodline that grants divine single spell
The divine might provided by your bloodline flows through you.
You gain an additional spell slot of your highest rank, which you can use only to Cast your choice of heal or harm. You can Cast either of these single spell using that spell slot, even if they aren’t in your Spell Repertoire.
Player Core 2, page 153.
FEAT 2
Trigger You attempt a save against a spell, before you roll.
You call upon your deity's grace, gaining a +2 circumstance bonus to the save.
Core Rulebook, page 110.