Feats: E (Part 1 of 6)

60 feats, from Eagle Eye to Elaborate Scroll Esoterica.

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Part: 1 2 3 4 5 6

Eagle Eye · Eagle Eyes · Earned Glory · Earthsense · Earworm · Earworm · Easily Dismissed · Eat Fortune · Ebb And Flow · Ebb and Flow · Echo of the Fallen · Echoes In Stone · Echoes in Stone · Echoing Channel · Echoing Channel · Echoing Spell · Echoing Spell · Eclectic Obsession · Eclectic Polymath · Eclectic Polymath · Eclectic Skill · Eclectic Skill · Eclectic Sword Mastery · Eclectic Sword Training · Eclipsed Vitality · Educate Allies · Educate Allies · Educated Assessment · Eerie Compression · Eerie Environs · Eerie Flicker · Eerie Proclamation · Eerie Traces · Efficient Alchemy · Efficient Alchemy · Efficient Alchemy · Efficient Controls · Efficient Rituals · Efficient Rituals · Effortless Captivation · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Concentration · Effortless Impulse · Effortless Reach · Efreeti Magic · Eidetic Ear · Eidetic Memorization · Eidolon's Opportunity · Eidolon's Wrath · Elaborate Flourish · Elaborate Scroll Esoterica

Eagle Eye

FEAT 12

archetype 

Prerequisites Gunslinger Dedication, expert in Perception

Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in Perception.

Guns & Gears, page 127.

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Eagle Eyes

FEAT 12

archetype auditory visual 

Prerequisites Sniping Duo Dedication

You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is flat-footed to hidden, undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank.

Guns & Gears, page 139.

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Earned Glory

FEAT 1

half-elf 

Elves are often skeptical of their half-elven kin, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice.

You gain the Impressive Performance feat.

When you attempt a Performance check to Make an Impression on an elf, if you roll a critical failure, you get a failure instead.

Advanced Player’s Guide, page 47.

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Earthsense

FEAT 9

oread 

Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble. You gain tremorsense as an imprecise sense with a range of 30 feet.

LOAG, page 108.

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Earworm

FEAT 14

bard exploration 

By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity.

Once you've created the earworm, you can attempt a Performance check as a free action to activate it. This check uses a very hard DC of a level equal to that of the highest–level target of the earworm present at the time of activation (Core Rulebook 503–504). On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can't use further free actions like lingering composition or inspire heroics to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.

Advanced Player’s Guide, page 114.

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Earworm

FEAT 14

bard exploration 

By endlessly repeating a motif, you implant a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar Performance that embodies that cantrip. This activity gains the traits appropriate to the type of Performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of Performance) for the entire activity.

Once you've created the earworm, you can attempt a Performance check as a free action to activate it. This check uses the highest Will DC of the earworm's targets present at the time of activation. On a success, you Cast the cantrip on all allies who learned the earworm and can perceive your Performance; on a Failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can't use further free actions like lingering composition or fortissimo composition to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.

Player Core 1, page 105.

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Easily Dismissed

FEAT 5

uncommon halfling 

Access Trunaikrad nationality

You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to Hide and Sneak, even when observed.

On a success, you aren't hidden or undetected, but other creatures simply don't take particular notice of you, even though they can see you. You can't use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to Hide or Sneak or otherwise take particularly salient actions (GM's discretion), observers notice you right away.

This feat leads to: Fade Away.

LOCG, page 44.

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Eat Fortune [R]

FEAT 5

concentrate divination divine tengu 

Frequency once per day

Trigger A creature within 60 feet uses a fortune or misfortune effect.

As someone tries to twist fate, you consume the interference.

The triggering effect is disrupted. If it's a misfortune effect, Eat Fortune gains the fortune trait; if it's a fortune effect, Eat Fortune gains the misfortune trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a fortune effect with Eat Fortune and then apply a misfortune effect to the same roll.

This feat leads to: Jinx Glutton.

Advanced Player’s Guide, page 26.

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Ebb And Flow [>]

FEAT 14

cleric concentrate metamagic 

Prerequisites Versatile Font

You can pull forth both positive and negative energy simultaneously to harm your enemies and heal your allies.

If your next action is to cast a 1-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.

Advanced Player’s Guide, page 123.

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Ebb and Flow [>]

FEAT 14

cleric concentrate spellshape 

Prerequisites Versatile Font

You can pull forth both vitality and the void simultaneously to harm your enemies and heal your allies. If your next action is to Cast a single gate-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.

Player Core 1, page 119.

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Echo of the Fallen

FEAT 4

rare aftermath 

Prerequisites You helped to lay a haunt, ghost, or spirit to rest.

With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. This manifests as an echo of their former self that follows you around and that you and anyone capable of casting divine or occult spells can see and speak with. When you take this feat, work with your GM to choose one martial weapon and one skill (or an advanced weapon if you're trained in all martial weapons) that are appropriate for the spirit; once you've chosen the weapon and skill, you can't change them. You gain the Accept Echo action.

Accept Echo [>] (concentrate) Frequency once per day; Effect You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against possession effects, as the possessing spirit protects you from other possessions.

This state lasts for 10 minutes, after which the echo disappears completely until the next time you make your daily preparations. You can Dismiss this effect.

At 7th level you become a master of the skill you chose, at 13th level you become an expert with the weapon you chose, and at 15th level you become legendary with the skill you chose.

Dark Archive, page 55.

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Echoes In Stone [>]

FEAT 9

concentrate dwarf 

Requirements You are standing on a stone or earthen surface.

You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain a new sense: imprecise tremorsense with a range of 20 feet.

Advanced Player’s Guide, page 42.

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Echoes in Stone [>]

FEAT 9

concentrate dwarf 

Requirements You are standing on a stone or earthen surface.

You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain imprecise tremorsense with a range of 20 feet.

Player Core 1.

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Echoing Channel [>]

FEAT 18

cleric concentrate metamagic 

When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn't cost another spell slot.

Core Rulebook, page 127.

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Echoing Channel [>]

FEAT 18

cleric concentrate spellshape 

When you pull forth vitality or void energy, you also create a smaller pocket of that energy. If the next action you use is to Cast a 2-action harm or heal to heal or damage a single gate creature, choose one additional creature in range. Target that creature with a single gate-action version of the same spell. This spell is the same rank as the 2-action harm or heal you Cast and doesn't cost another spell slot.

Player Core 1, page 121.

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Echoing Spell [>]

FEAT 18

concentrate metamagic sorcerer 

You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to Cast a Spell of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.

Advanced Player’s Guide, page 141.

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Echoing Spell [>]

FEAT 18

concentrate sorcerer spellshape 

You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell’s effects. If your next action is to Cast a Spell of 4th rank or lower that has no duration, the spell’s energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.

Player Core 2, page 157.

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Eclectic Obsession

FEAT 5

gnome 

Prerequisites Gnome Obsession

Frequency once per day

Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you've learned to temporarily become trained in one Lore skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can't use it as a prerequisite for a permanent character option like a feat or a skill increase.

LOCG, page 33.

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Eclectic Polymath

FEAT 12

bard 

Prerequisites Esoteric Polymath

Your flexible mind can quickly shift spells. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same level in your repertoire.

Core Rulebook, page 102.

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Eclectic Polymath

FEAT 12

bard 

Prerequisites Esoteric Polymath

Your flexible mind can quickly shift from one spell to another. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same rank in your repertoire.

Player Core 1, page 105.

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Eclectic Skill

FEAT 8

bard 

Prerequisites Polymath muse, master in Occultism

Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.

Core Rulebook, page 101.

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Eclectic Skill

FEAT 8

bard 

Prerequisites Polymath muse, master in Occultism

Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.

Player Core 1, page 103.

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Eclectic Sword Mastery [>>]

FEAT 13

concentrate tengu 

Prerequisites Eclectic Sword Training

You instinctively learn how to use a sword with just a few practice swings. You change one of the swords designated in your Tengu Weapon Familiarity to a new one that you're wielding, provided the sword meets the specifications of Tengu Weapon Familiarity. You can Interact to draw a sword as part of this activity, designating the sword as part of drawing it; disrupting that Interact action prevents you from designating it as one of your swords. This designation lasts until your next daily preparations.

LOAG, page 60.

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Eclectic Sword Training

FEAT 9

tengu 

Prerequisites Tengu Weapon Familiarity

You were always taught that you needed to be able to use whatever weapon came your way. You can change any of the swords designated in your Tengu Weapon Familiarity to different swords that meet the same specifications. You have to practice with a sword during your daily preparations to designate it, and the designation only lasts until your next daily preparations. This changes only your proficiency; it doesn't change your access.

This feat leads to: Eclectic Sword Mastery.

Advanced Player’s Guide, page 27.

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Eclipsed Vitality

FEAT 4

uncommon archetype skill 

Prerequisites Assassin Dedication or Scout Dedication, master in Stealth

You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when Avoiding Notice, Hiding, and Sneaking to foil lifesense, and you're concealed to any creature using only precise lifesense to observe you.

LOKL, page 80.

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Educate Allies [R]

FEAT 6

abjuration bard concentrate 

Prerequisites Well-Versed

Trigger An ally benefiting from one of your composition spells is subject to an effect with the auditory, illusion, linguistic, sonic, or visual trait.

You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn.

Advanced Player’s Guide, page 113.

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Educate Allies [R]

FEAT 6

bard concentrate 

Prerequisites Well-Versed

Trigger An ally benefiting from one of your composition spell is subject to an effect with the auditory, illusionist, linguistic, sonic, or visual trait.

You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +single gate circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn.

Player Core 1, page 102.

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Educated Assessment [>]

FEAT 12

archetype secret 

Prerequisites Vofalai Agent Dedication

You attempt to Recall Knowledge about a creature, and the GM uses the same secret roll result against the creature's Deception or Stealth DC, giving you the information from a Battle Assessment. You might get a different degree of success on the Recall Knowledge check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you Recall Knowledge (such as with the Automatic Knowledge feat)

LOCG, page 112.

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Eerie Compression

FEAT 9

fleshwarp 

Prerequisites Medium size

Your limbs and even your torso can collapse in on themselves, allowing you to fit through tight spaces as though you were a Small creature. You can move at full Speed while Squeezing.

LOAG, page 94.

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Eerie Environs

FEAT 8

druid ranger 

Prerequisites trained in Intimidation, trained in Stealth

The natural world can be scary to those not used to it—and you make it scarier still. If you're hidden from a creature, you can attempt to Demoralize it without losing your hidden condition—imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language.

Dark Archive, page 65.

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Eerie Flicker [R]

FEAT 2

rare conjuration deviant magical 

Trigger A enemy's Strike would hit you and you weren't already concealed, hidden, or undetected by that enemy.

Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you.

Awakening When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes frightened 1, and it doesn't reduce the frightened condition from this effect at the end of the same turn it gained the condition.

Awakening You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorter-lived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike.

Dark Archive, page 78.

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Eerie Proclamation [>>]

FEAT 10

uncommon auditory concentrate curse druid linguistic manipulate necromancy primal ranger 

Prerequisites expert in Occultism, expert in Survival

Frequency once per hour

Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).

You know there are places in the world that are just wrong—places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10- foot square you can see and make an ominous proclamation of some manner (i.e. "This is cursed ground," "That is an ill-omened place."). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you're a druid) or class DC (if you're a ranger).

Success The target is unaffected.Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM—it can be a purely "natural" accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition.Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute.

Dark Archive, page 65.

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Eerie Traces

FEAT 8

concentrate druid exploration move ranger 

Prerequisites trained in Intimidation, trained in Survival

The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC.

Success The tracker is unaffected.Failure The tracker becomes frightened 1 for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1.Critical Failure As failure, but your disturbing traces cause the tracker to be frightened 2 instead.

Dark Archive, page 65.

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Efficient Alchemy

FEAT 20

uncommon alchemist 

Your daily preparations are particularly efficient and plentiful. When using your infused reagents to create alchemical items during your daily preparations, you make a batch of three of a given item instead of a batch of two, or a batch of four if your field normally lets you create three of that item.

Age of Ashes #6: Broken Promises, page 76.

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Efficient Alchemy

FEAT 4

alchemist 

Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy.

Core Rulebook, page 77.

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Efficient Alchemy

FEAT 4

alchemist 

Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. Increase the number of uncommon weapons you can create each day with Advanced alchemy to 6 + your Intelligence modifier.

In addition, when you Craft alchemical consumables during downtime, you can produce twice as many alchemical items in a single gate batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single gate batch using downtime, rather than four.

This doesn’t change the amount of alchemical reagents or other ingredients required to Craft each item, nor does it change your rate of progress for days past the base downtime spent.

Player Core 2, page 64.

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Efficient Controls

FEAT 7

archetype skill 

Prerequisites Vehicle Mechanic Dedication, master in Crafting

By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn't reduce the vehicle's need for a pilot.

Guns & Gears, page 57.

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Efficient Rituals

FEAT 8

archetype 

Prerequisites Ritualist Dedication

You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up.

This feat leads to: Speedy Rituals.

Advanced Player’s Guide, page 187.

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Efficient Rituals

FEAT 8

archetype 

Prerequisites Ritualist Dedication

You can perform particularly extensive rituals in less time.

If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up.

At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.

Player Core 2, page 211.

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Effortless Captivation [F]

FEAT 14

archetype metamagic 

Prerequisites Captivator Dedication

Trigger Your turn begins.

You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the Sustain a Spell action, which you can use only to extend the duration of an enchantment or illusion spell.

LOTGB, page 121.

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Effortless Concentration [F]

FEAT 16

witch 

Trigger Your turn begins.

You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain a Spell action, allowing you to extend the duration of one of your active witch spells.

Advanced Player’s Guide, page 105.

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Effortless Concentration [F]

FEAT 16

bard 

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of a Sustain a Spell action, allowing you to extend the duration of one of your active bard spells.

Core Rulebook, page 103.

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Effortless Concentration [F]

FEAT 16

druid 

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active druid spells.

Core Rulebook, page 139.

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Effortless Concentration [F]

FEAT 16

sorcerer 

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.

Core Rulebook, page 201.

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Effortless Concentration [F]

FEAT 16

wizard 

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active wizard spells.

Core Rulebook, page 213.

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Effortless Concentration

FEAT 16

bard 

Trigger Your turn begins.

You can maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active bard single spell.

Player Core 1, page 106.

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Effortless Concentration

FEAT 16

druid 

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active druid single spell.

Player Core 1, page 135.

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Effortless Concentration [F]

FEAT 16

witch 

Trigger Your turn begins.

You maintain your active single spell with hardly a thought. You immediately gain the effects of a Sustain action for one of your active witch single spell.

Player Core 1, page 191.

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Effortless Concentration [F]

FEAT 16

wizard 

Trigger Your turn begins.

You maintain your active single spell with hardly a thought. You immediately gain the effects of a Sustain action for one of your active wizard single spell.

Player Core 1, page 204.

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Effortless Concentration [F]

FEAT 16

sorcerer 

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer single spell.

Player Core 2, page 157.

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Effortless Concentration [F]

FEAT 16

summoner 

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active spells.

Secrets of Magic, page 72.

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Effortless Impulse [F]

FEAT 12

kineticist 

Trigger Your turn begins.

A steady ripple from your kinetic gate maintains one of your impulses. You immediately Sustain one of your active impulses that can be sustained.

Rage of Elements, page 23.

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Effortless Reach

FEAT 18

uncommon monk 

Focusing the powers of your ki to augment your blows, you stretch and lengthen your body in ways that defy logic.

Your unarmed attacks gain the reach trait.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 75.

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Efreeti Magic

FEAT 9

ifrit 

The magic of your efreeti ancestors flows through you. You can cast enlarge and illusory object once per day each as 2nd-level arcane innate spells.

LOAG, page 104.

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Eidetic Ear

FEAT 1

shisk 

You have an amazing memory for sound. You gain the Assurance (Performance) feat.

With a successful DC 8 flat check, you can accurately recall a sound or a snippet of conversation you heard within the last week. You are memorizing by rote rather than content, and can't use this to cram facts, so this doesn't grant you any extra ability to Recall Knowledge.

LOME, page 125.

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Eidetic Memorization [>>>]

FEAT 10

archetype 

Prerequisites Vofalai Agent Dedication

Vofalais are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time. You quickly memorize an inscription, scroll, or other piece of writing you can clearly see whose length is equivalent to no more than one page. You can then accurately recreate this writing using a writing kit, wax tablet, or other writing medium, once you have reached safety. You don't need to understand the writing or identify the language to reproduce it. Your memory lasts until the next time you make your daily preparations; if you have not written down or otherwise recreated what you saw by this point, your memory fades and any attempt to recreate what you saw is garbled and unintelligible. You can have only one piece of writing memorized at a time; any previous memorization fades the next time you use this ability.

LOPSG, page 41.

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Eidolon's Opportunity [R]

FEAT 6

eidolon evolution summoner 

Trigger A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action.

This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Secrets of Magic, page 69.

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Eidolon's Wrath

FEAT 6

evolution summoner 

Your eidolon gains the eidolon's wrath focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, negative, positive, or sonic. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points.

Secrets of Magic, page 69.

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Elaborate Flourish [>]

FEAT 4

concentrate manipulate metamagic sorcerer 

You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter. If the next action you use is to Cast a Spell, creatures with the ability to Cast that Spell don't automatically know what the spell is. In addition, creatures that witness your spellcasting take a –2 circumstance penalty to checks to identify the spell with Recall Knowledge and checks to counteract the spell during its casting (such as with Counterspell).

Advanced Player’s Guide, page 139.

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Elaborate Scroll Esoterica

FEAT 12

thaumaturge 

Prerequisites Scroll Esoterica

You've picked up more scraps of magic texts, improving your makeshift scrolls. In addition to your daily scrolls from Scroll Esoterica, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell.

Dark Archive, page 46.

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