60 feats, from Engine Of Destruction to Eternal Wings.
Engine Of Destruction · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Familiar · Enhanced Psychopomp Familiar · Enigma's Knowledge · Enigma's Knowledge · Enjoy The Show · Enlarge Companion · Enlarged Chassis · Enlightened Presence · Enshroud Soul Cage · Ensnaring Wrappings · Enterprising Ritualist · Enthralling Allure · Enticing Dwelling · Entities From Afar · Entity's Strike · Entourage · Entreat With Forebears · Entwined Energy Ki · Envenom Fangs · Envenom Fangs · Envenom Strike · Envenomed Edge · Environmental Explorer · Environmental Grace · Environmental Guide · Ephemeral Tracking · Epiphany At The Crossroads · Equitable Defense · Escape Timeline · Eschew Materials · Esoteric Oath · Esoteric Polymath · Esoteric Polymath · Esoteric Reflexes · Esoteric Warden · Esteemed Visitor · Eternal Bane · Eternal Bane · Eternal Bane · Eternal Blessing · Eternal Blessing · Eternal Blessing · Eternal Boost · Eternal Composition · Eternal Composition · Eternal Elixir · Eternal Elixir · Eternal Memories · Eternal Torch · Eternal Wings
FEAT 18
Prerequisites construct innovation
Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc. You Command your innovation. Instead of its normal actions, it Strides once, then makes a Strike against each foe within 30 feet of it with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the construct makes all the attacks.
Guns & Gears, page 31.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
Advanced Player’s Guide, page 102.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
Core Rulebook, page 134.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
Core Rulebook, page 198.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Special If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Core Rulebook, page 210.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.
You can select four familiar or master abilities each day, instead of two.
Dark Archive, page 43.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
Player Core 1, page 129.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
Player Core 1, page 187.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Special If your arcane thesis is improved familiar attunement, your familiar’s base number of abilities, before adding any extra abilities from the arcane thesis, is four.
Player Core 1, page 201.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Player Core 2, page 153.
Enhanced Familiar
FEAT 2
Prerequisites a familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Secrets of Magic, page 42.
Enhanced Psychopomp Familiar
FEAT 8
Prerequisites Psychopomp Familiar
Your psychopomp's continued service in Grobreil's name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability.
Book of the Dead, page 27.
Enigma's Knowledge
FEAT 12
Prerequisites Assured Knowledge
Your muse whispers knowledge to you at all the right times.
You gain the benefits of the Automatic Knowledge skill feat with any skill you can use to Recall Knowledge. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round.
Advanced Player’s Guide, page 114.
Enigma's Knowledge
FEAT 12
Prerequisites Assured Knowledge
Your muse whispers Knowledge to you at all the right times. You gain the benefits of the Automatic Knowledge skill feat with any skill you can use to Knowledge. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round.
Player Core 1, page 105.
Enjoy The Show
FEAT 2
You address an ally or any onlookers to your combat, flaunting to your foes how little attention they require. When you Perform, you can choose single gate creature within 30 feet and use the following success, critical success, and critical Failure effects instead of the normal results; if you do, Perform gains the bravado trait, as well as the auditory and linguistic trait as normal for oration.
Critical Success The target takes a –2 circumstance penalty to attack rolls against creatures other than you until the end of its next turn.
Success The target takes a –single gate circumstance penalty to attack rolls against creatures other then you until the end of its next turn.
Critical Failure The target gains a +single gate circumstance bonus to attack rolls targeting you until the end of its next turn.
Player Core 2, page 165.
Enlarge Companion
FEAT 8
Prerequisites an animal companion, warden spells
You make your companion enormous. You gain the enlarge companion warden spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 132.
Enlarged Chassis
FEAT 13
Prerequisites Medium or Small size
You've empowered your core to support a larger body, granting you size and additional reach. You gain the effects of enlarge constantly.
Enhancement Your core's empowerment has stabilized, allowing for greater support. You are no longer clumsy due to the effects of enlarge.
Guns & Gears, page 43.
Enlightened Presence
FEAT 16
You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects.
Core Rulebook, page 165.
Enshroud Soul Cage
FEAT 14
Prerequisites Lich Dedication
You wreathe your soul cage in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the magic aura and nondetection spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged.
Book of the Dead, page 50.
FEAT 10
Prerequisites Mummy Dedication, expert in Athletics
Trigger Your Strike deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you.
Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to Grapple the creature you damaged.
Book of the Dead, page 52.
Enterprising Ritualist
FEAT 14
Prerequisites Ritualist Dedication
Elegant and expensive components are no replacement for your skill and practice at ritual casting. If a ritual has a Cost entry that has a value in gp, reduce the amount you need to spend by 10%. If you critically succeed at the primary check for a ritual, the gp value of components the ritual consumes is reduced by the same amount. For example, using resurrect to bring back a 14th-level creature normally costs 1,050 gp, but would cost you only 945 gp; and if you critically succeeded at the primary Religion check, you would spend only 840 gp.
Player Core 2, page 211.
Enthralling Allure
FEAT 5
The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast charm as a 1st-level divine innate spell.
Advanced Player’s Guide, page 33.
Enticing Dwelling
FEAT 12
Prerequisites Exorcist Dedication
Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one.
Book of the Dead, page 23.
Entities From Afar
FEAT 14
Prerequisites Eldritch Researcher Dedication
You can call in aberrations to fight for you or to answer questions. You can cast summon entity as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert.
As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must Sustain the Spell for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the read omens spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the summon entity spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level).
Entity's Strike
FEAT 4
Prerequisites Living Vessel Dedication
The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you.
Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals 1d6 damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits.
Dark Archive, page 140.
Entourage
FEAT 7
Prerequisites master in Diplomacy, Hobnobber
You have a small group of admirers who tend to follow you around while you're in civilized settlements. Your admirers are helpful to you, allowing you to make simple Requests of them such as purchasing basic equipment with your funds or finding a room at an inn. These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they'll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM's discretion. When you Gather Information, you can use your admirers to assist you, granting a +1 circumstance bonus to your Diplomacy check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the Hobnobber feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as Gather Information.
LOCG, page 72.
Entreat With Forebears
FEAT 2
Prerequisites a bloodline that corresponds with a creature trait
Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to Diplomacy, Deception, and Intimidation checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to Perception and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the aberration trait. The GM is the final arbiter of which creatures match your bloodline.
Advanced Player’s Guide, page 139.
Entwined Energy Ki
FEAT 10
You can transform your inner power into a type of energy to empower your ki abilities. When you gain this feat, choose either acid, cold, electricity, fire, or sonic damage. When you cast ki blast (Core Rulebook 401), you can choose to have the spell deal the type of damage you chose instead of force damage. When you cast ki form or ki strike, add the type of damage you chose to the list of damage types you can select for the spell.
Special At the GM's discretion, this feat can alter other ki spells.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 74.
FEAT 5
Prerequisites Sharp Fangs
Frequency a number of times per day equal to your level
You envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 poison damage.
On a critical failure, the poison is wasted as normal.
LOCG, page 59.
FEAT 5
Prerequisites Kibrebos Armaments (Fangs)
Once per hour, you envenom your fangs. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 persistent poison damage. The poison becomes inert after you hit, or at the end of your next turn, whichever comes first.
FEAT 9
Prerequisites you possess a Strike from a nagaji heritage or ancestry feat that deals poison damage
Frequency once per 10 minutes
You spit venom onto a weapon you're holding or a weapon held by a willing creature within 30 feet; you can also use this ability to envenom your nagaji fangs unarmed attack. If the next Strike with the chosen weapon before the start of your next turn hits and deals damage, the Strike deals an additional 2d6 poison damage.
LOIL, page 50.
Envenomed Edge
FEAT 13
With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a Strike with a weapon or unarmed attack and deal slashing or piercing damage with that Strike, you deal an additional 1d4 persistent poison damage to your target.
LOME, page 122.
Environmental Explorer
FEAT 4
Prerequisites Vofalai Agent Dedication
You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places. Your extensive familiarity means you sometimes notice perils even when you're not trying to. Even if you aren't Searching in exploration mode, you can attempt a check to find environmental hazards that normally require you to Search for them. You still need to meet any other requirements to find a particular hazard.
LOPSG, page 41.
Environmental Grace
FEAT 7
Prerequisites master in Survival; deity who grants the cold, fire, nature, or travel domain
You rapidly adapt to environments through a combination of skill, meditation, and divine grace. After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment. After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment.
LOGM, page 105.
Environmental Guide
FEAT 7
Prerequisites master in Survival
You can rapidly adapt to climates and help others do the same. After an hour in an environment, you and up to five allies can treat the natural temperature effects of an environment (GM Core 95) as one Step less severe (treat extreme cold as severe cold or extreme heat as severe heat, for instance). This reduction in severity is cumulative with any equipment (such as cold-weather gear) or single spell (such as environmental endurance). If you're legendary in Survival, you may protect yourself and up to five allies, and you treat temperature effects as two steps less severe.
Ephemeral Tracking
FEAT 6
Prerequisites expert in Survival, warden spells
You are able to track your quarry through impossible places.
You gain the ephemeral tracking warden spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 132.
FEAT 12
Trigger Your turn begins.
Requirements You are unconscious and have the dying condition.
Once per day. The crossroads between life and death is a place that can reveal many secrets. You gain the effects of an augury spell in a strange, near-death vision. Empowered by the realization, you then lose the dying condition (becoming wounded 1 or increasing your wounded value by single gate, as normal), regain a number of Hit Points equal to twice your level, and can stand up.
Player Core 2, page 142.
FEAT 8
Prerequisites Shieldmarshal Dedication
Frequency once per 10 minutes
Trigger You take damage from a critical hit.
Gritting your teeth through the pain, you position yourself to counterattack. You gain resistance to the damage from the critical hit equal to half your level. As long as you're still conscious after the attack, you can Interact to reload a weapon you currently wield or Stand. You gain a +1 circumstance bonus on the next Strike you make against the creature who critically hit you, provided you make it before the end of your next turn.
LOIL, page 109.
FEAT 12
Prerequisites Chronoskimmer Dedication
Frequency once per day
Trigger Your turn begins.
You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn—you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space.
Dark Archive, page 187.
Eschew Materials
FEAT 1
You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.
Core Rulebook, page 209.
Esoteric Oath
FEAT 2
Prerequisites tenets of good
You've sworn an oath to slay the alien abominations that lurk in the remote corners of Falavririak. Add the following tenet to your champion's code, after the other tenets. "You must slay evil aberrations you encounter as long as you have a reasonable chance of success." Your Retributive Strike gains a +4 circumstance bonus to damage against an evil aberration, or +6 if you have master proficiency with the weapon you used. The resistance you gain from Glimpse of Redemption against damage from an evil aberration is 7 + your level. If you use Liberating Step triggered by an evil aberration, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don't consider evil aberrations to be legitimate authorities, even in nations they rule.
This feat leads to: Aura Of Preservation.
Advanced Player’s Guide, page 118.
Esoteric Polymath
FEAT 2
Prerequisites Polymath muse
You keep a book of occult spells, similar to a wizard's spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost, similar to a wizard.
During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations.
This feat leads to: Eclectic Polymath and Impossible Polymath.
Core Rulebook, page 100.
Esoteric Polymath
FEAT 2
Prerequisites Polymath muse
You keep a book of occult single spell, similar to a wizard's spellbook, and can use its spells to supplement your Spell Repertoire. Add all the single spell in your repertoire to this book for free. You can use the Occultism skill to Learn Spells (page 230) and add them to your spellbook by paying the appropriate cost.
During your daily preparations, choose any one spell from your book of occult single spell. If that spell is already in your Spell Repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations.
Player Core 1, page 101.
Esoteric Reflexes
FEAT 14
Prerequisites an implement that grants a reaction
Your bond to your implements is so strong that you can use their reactive abilities almost by instinct. At the start of your turn, you gain an additional reaction, which you can use for only the reactions granted by your implements.
Dark Archive, page 46.
Esoteric Warden
FEAT 2
Prerequisites Exploit Vulnerability
When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks. When you succeed at your check to Exploit a Vulnerability, you gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature; if you critically succeed, these bonuses are +2 instead. You can gain these bonuses only once per day against a particular creature, and the benefit ends if you Exploit Vulnerability again.
Dark Archive, page 43.
Esteemed Visitor
FEAT 1
Your polite manners and natural ability to comfort others make it easy for you to break down cultural barriers and earn strangers' trust. While you are in a settlement, when you roll a critical failure on a Diplomacy check to Gather Information or Make an Impression, you get a failure instead.
Extinction Curse #3: Life’s Long Shadows, page 72.
Eternal Bane
FEAT 16
Prerequisites evil alignment
A life of evil has made you a nexus for your deity's vile power. You're continuously surrounded by a bane spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
Core Rulebook, page 126.
Eternal Bane
FEAT 16
Prerequisites unholy
Your life has made you a nexus for your deity's vile power. You're continuously surrounded by a bane spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can Dismiss the spell; if you do, it returns automatically after single gate minute.
Player Core 1, page 120.
Eternal Bane
FEAT 14
Prerequisites harmful font
Your harmful energy flows endlessly through you. You gain an infinite harm font—you can Cast harm using any of your spell slots of an appropriate rank, not just your harm font slots.
Player Core 1, page 134.
Eternal Blessing
FEAT 16
Prerequisites good alignment
Your good deeds have brought your deity's grace to you for all of eternity. You're continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
Core Rulebook, page 126.
Eternal Blessing
FEAT 16
Prerequisites holy
Your Deeds have brought your deity's grace to you for all of eternity. You're continuously surrounded by a bless spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can Dismiss the spell; if you do, it returns automatically after single gate minute.
Player Core 1, page 120.
Eternal Blessing
FEAT 14
Prerequisites healing font
Your healing energy flows endlessly through you. You gain an infinite heal font—you can Cast heal using any of your spell slots of an appropriate rank, not just your heal font slots.
Player Core 1, page 134.
Eternal Boost
FEAT 20
Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently quickened; you can use your extra action only to cast boost eidolon or reinforce eidolon. While in exploration mode, you can declare that you are also continually casting boost eidolon or reinforce eidolon even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
Secrets of Magic, page 73.
Eternal Composition
FEAT 18
Prerequisites Maestro muse
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
Core Rulebook, page 103.
Eternal Composition
FEAT 18
Prerequisites Maestro muse
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to Cast a composition cantrip that requires 1 action to Cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had Cast it on your previous turn.
Player Core 1, page 106.
Eternal Elixir
FEAT 16
Prerequisites Extend Elixir
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.
Core Rulebook, page 80.
Eternal Elixir
FEAT 16
Prerequisites Extend Elixir
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of single gate minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.
Player Core 2, page 69.
FEAT 13
Prerequisites Endless Memories
Frequency once per day
You have lived longer than most realize, and due to your many lifetimes of practice you remember almost everything from your previous incarnations now. You examine your memories, changing the skills you selected with Ancient Memories and Endless Memories.
LOIL, page 39.
FEAT 1
You open a connection to your kinetic gate, large enough for a torch flame to flow. You create a magical, torch-like flame within 120 feet in any color you choose. It's as bright and hot as a torch.
You can have it orbit a target willing creature or emit from a target object that's unattended or attended by a willing creature.
If you create a flame on a weapon, you still need to use it as an improvised weapon to attack with the flame, just as with a torch.
The flame has an unlimited duration. You can have a maximum number of Eternal Torches equal to your Constitution modifier, and you can Dismiss each torch individually.
Level (8th) All your torches—even ones you already created—shed bright light in a 60-foot radius (and dim light for the next 60 feet).
Rage of Elements, page 28.
Eternal Wings
FEAT 17
Prerequisites Celestial Wings
Your wings are now a permanent part of your body. You gain the effects of Celestial Wings at all times, rather than just once per day for 10 minutes.
Advanced Player’s Guide, page 36.