60 feats, from Fatal Shot to Fiendish Word.
Fatal Shot · Favor Of Heaven · Favorable Winds · Favored Enemy · Favored Prey · Favored Terrain · Favored Terrain · Fearsome Brute · Fearsome Brute · Fearsome Familiar · Fearsome Fangs · Feast · Feather Step · Feather Step · Feathered Cloak · Feed On Pain · Felicitous Riposte · Felicitous Riposte · Fell Rider · Fell Rider · Felling Shot · Felling Shot · Felling Strike · Felling Strike · Feral Mutagen · Ferocious Beasts · Ferocious Beasts · Ferocious Gust · Ferocious Shape · Ferocious Shape · Ferrousoul · Festering Wounds · Fetchling Lore · Feverish Enzymes · Fey Ascension · Fey Caller · Fey Caller · Fey Cantrips · Fey Disguise · Fey Fellowship · Fey Fellowship · Fey Influence · Fey Life · Fey Magic · Fey Skin · Fey Tracker · Fey Transcendence · Fey's Trickery · Fiastern Adept · Fiastern Magic · Field Artillery · Fiend's Door · Fiendish Eyes · Fiendish Form · Fiendish Lore · Fiendish Mount · Fiendish Resistance · Fiendish Strikes · Fiendish Wings · Fiendish Word
FEAT 18
Prerequisites Eldritch Archer Dedication
Once per day. You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow or crossbow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against this save has the death and incapacitation traits.
Player Core 2, page 199.
Favor Of Heaven
FEAT 17
You're one of Bogrutel's chosen people and have the authority of the Celestial Court on your side. Once per day, you can cast a 6th-level spirit blast as a divine innate spell. In addition, you gain resistance 5 to both good and evil damage.
LOAG, page 60.
FEAT 5
Prerequisites Virga May
You wrap a shell of favorable wind around a weapon you wield. On your next Strike with a ranged weapon before the start of your next turn, you don't take circumstance penalties on the attack roll due to wind. In addition, if that weapon has a range increment of 10 feet or less, increase its range increment by 10 feet for that Strike.
LOAG, page 24.
Favored Enemy
FEAT 4
You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy.
You can use this free action even if you haven't identified the creature yet with Recall Knowledge. The benefit doesn't apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.
Core Rulebook, page 172.
Favored Prey
FEAT 4
You have studied a specific type of Wild order creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored prey.
When you roll initiative and can see an enemy that belongs to the chosen category, you can hunted prey as a free action, designating that enemy.
You can use this free action even if you haven’t identified the creature yet with Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, disguised as a favored prey.
Player Core 1, page 159.
Favored Terrain
FEAT 2
You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain.
If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice.
This feat leads to: Terrain Master.
Core Rulebook, page 171.
Favored Terrain
FEAT 2
You have studied a specific terrain to overcome its challenges.
Choose Aquatic, Arctic, Desert, forest, mountain, Plains, Sky, swamp, or underground as your Favored Terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. If you have the unimpeded journey class feature, you gain a second benefit while in your Favored Terrain, depending on your choice: • Aquatic You gain a Swimming Speed equal to your Speed. If you already had a Swimming Speed, you instead gain a +10- foot status bonus to your Swimming Speed.
• Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance.
• Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance.
• Forest, Mountain, or Underground You gain a Climbing Speed equal to your Speed. If you already had a Climbing Speed, you instead gain a +10-foot status bonus to your Climbing Speed.
• Plains You gain a +10-foot status bonus to your land Speed.
• Sky You gain a +10-foot status bonus to your fly Speed, if you have one.
• Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swimming.
Player Core 1, page 158.
Fearsome Brute
FEAT 10
Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target's frightened value. If you have master proficiency in Intimidation, increase the bonus to triple the target's frightened value.
Core Rulebook, page 151.
Fearsome Brute
FEAT 10
fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value.
If you’re a master in Intimidation, increase the bonus to triple the target’s frightened value.
Player Core 1, page 147.
FEAT 6
Prerequisites a familiar
Your elemental familiar trades places with an elemental from its elemental plane. Summon a common creature that has the elemental trait and a level no greater than your level – 4.
This creature appears in the same space as your familiar, which disappears for the duration of this impulse. You can Sustain this impulse up to 1 minute. When the impulse ends, the familiar appears in the space the summoned elemental occupied. A familiar can endure this process only so often—if you use this impulse on your familiar more than once per day, it dies as soon as it returns the second time.
Rage of Elements, page 22.
Fearsome Fangs
FEAT 16
Prerequisites Ursine Avenger Form
Your claws and jaws are brutally powerful and efficient, even by ursine standards. The base damage of your jaws unarmed attack from Ursine Avenger Form increases to 1d12. The base damage of your claws unarmed attack from Ursine Avenger Form increases to 1d8.
Treasure Vault, page 184.
FEAT 4
Prerequisites Zombie Dedication
Requirements You are adjacent to a restrained or unconscious creature, or a deceased creature that died in the past hour.
You feast upon an adjacent restrained or unconscious creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute.
You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a DC 6 flat check or your body deteriorates.
This feat leads to: Brains!.
Book of the Dead, page 60.
Feather Step
FEAT 1
Prerequisites Dexterity 14
You step carefully and quickly. You can Step into difficult terrain.
Core Rulebook, page 261.
Feather Step
FEAT 1
Prerequisites Dexterity +2
You Step carefully and quickly. You can Step into difficult terrain.
Feathered Cloak
FEAT 5
To blend in with the grounded and wingless, you fold your wings just so on your back, creating the illusion of a feathered cloak. You receive a +2 circumstance bonus to Deception checks to Impersonate a version of yourself who is not a strix.
Additionally, your folded wings help you obscure objects on your person, providing a +2 circumstance bonus to Stealth checks to Conceal an Object.
LOAG, page 137.
FEAT 5
Prerequisites Traegraesurn
Frequency once per hour
Trigger You deal mental damage.
The psychic feedback of another creature's pain fills you with false life. You gain temporary Hit Points equal to half the mental damage you dealt from the triggering effect. If the triggering action dealt mental damage to multiple creatures, calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.
LOAG, page 27.
Felicitous Riposte
FEAT 16
You take advantage of your foe's openings with uncanny odds. When you make an Opportune Riposte, roll twice on the attack roll and take the better result.
Advanced Player’s Guide, page 93.
Felicitous Riposte
FEAT 16
You take advantage of your foe’s openings with uncanny odds.
When you make an Opportune Riposte, roll twice on the attack roll and take the better result.
Player Core 2, page 169.
Fell Rider
FEAT 9
Prerequisites animal companion
You have trained with your animal companion to become a terrifying, unified juggernaut on the battlefield. Your animal companion becomes trained in Intimidation. If your animal companion uses Support while serving as your mount, it grants you the effects of the Aid reaction on your first Intimidation check to Demoralize on the same turn, even though it can't take reactions.
LOAG, page 36.
Fell Rider
FEAT 9
Prerequisites Animal Companion
You have trained with your Animal Companion to become a terrifying juggernaut on the battlefield. Your Animal Companion becomes trained in Intimidation. If your Animal Companion uses Support while serving as your Mount, it grants you the effects of the Aid reaction on your first Intimidation check to Demoralize on the same turn, even though it can't take reactions.
FEAT 12
Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects.
Success The target is unaffected.Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.Critical Failure As failure, and the target can't fly, jump, levitate, or otherwise leave the ground until the end of your next turn.Core Rulebook, page 187.
FEAT 12
Your ranged attacks can shoot an unprepared foe right out of the air. Make a ranged Strike against an off-guard creature.
If the Strike is a success and deals damage, the target must Success The target is unaffected.
Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall.
Critical Failure As Failure, and the target can’t fly, jump, levitate, or otherwise leave the ground until the end of your next turn.
Player Core 1, page 175.
FEAT 8
Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can't Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
Core Rulebook, page 149.
FEAT 8
Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a Flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall.
If the attack is a critical hit, the target can’t fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
Player Core 1, page 146.
Feral Mutagen
FEAT 8
Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you're affected by a bestial mutagen, you gain the mutagen's item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen's penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.
Core Rulebook, page 79.
Ferocious Beasts
FEAT 13
Prerequisites Beast Trainer or animal companion, Orc Ferocity
Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. Animal companions or bonded animals you have gain the Orc Ferocity feat, and they gain a reaction they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.
Advanced Player’s Guide, page 19.
Ferocious Beasts
FEAT 13
Prerequisites Animal Companion, Pet, or Bonded Animal order; Orc Ferocity
Since ancient times, the mightiest orc beast tamers would draw out the true fighting Spirit instinct of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. All Animal Companions, pets, Familiars, and bonded animals you have gain the Orc Ferocity feat, and gain one reaction per round they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all Animal Companions, pets, Familiars, and bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.
FEAT 9
Frequency once per 10 minutes
With heavy wing beats, you whip up a furious gust and direct it at your opponents. This air blast has the effects of gust of wind with a DC equal to your class DC or spell DC, whichever is higher.
LOAG, page 138.
Ferocious Shape
FEAT 8
Prerequisites Wild Shape
You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list. Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.
Core Rulebook, page 136.
Ferocious Shape
FEAT 12
Prerequisites Untamed Form
You can take on the forms of the most fearsome beasts. Add the shapes listed in Ferocious Shape to your Untamed Form list.
Player Core 1, page 133.
Ferrousoul
FEAT 1
Whether in their pure elemental forms or as part of an alloy such as steel, the elemental metal in your soul resonates strongly with iron, bronze, and other sturdy, practical metals suitable for weaponry. Your fist attacks gain the modular B, P, or S trait and lose the nonlethal trait. Your fist's damage die increases to 1d6.
Rage of Elements, page 52.
Festering Wounds
FEAT 12
Prerequisites Zombie Dedication
Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to Treat these Wounds using Medicine increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means.
Book of the Dead, page 61.
Fetchling Lore
FEAT 1
You've learned obscure lessons about your fellow fetchlings. You're trained in Occultism and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Shadow Plane Lore.
LOAG, page 86.
FEAT 6
Prerequisites Ghoul Dedication
Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. Strike with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two Interact actions to squeeze the enzymes from the wound and remove the effect.
If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute.
This feat leads to: Paralyzing Slash.
Book of the Dead, page 49.
Fey Ascension
FEAT 9
Prerequisites Fey Influence
The fey influence on your form and features grows even more powerful and notable.
You gain one of the following features and abilities; this must be the same animal or fey type as you chose for Fey Influence.
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
LOIL, page 126.
Fey Caller
FEAT 8
You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells.
Core Rulebook, page 136.
Fey Caller
FEAT 10
You can call upon the fey to Aid you. You can spend 10 minutes in concert with Nature to replace a spell you've prepared in one of your druid spell slots with summon fey of the same rank.
Player Core 1, page 132.
Fey Cantrips
FEAT 1
You've learned the cantrips sprites have used since time immemorial. You gain dancing lights and ghost sound as primal innate cantrips. If you have the grig heritage, you also gain detect magic, and if you have the draxie heritage, you gain prestidigitation.
LOAG, page 131.
Fey Disguise
FEAT 5
You can disguise yourself with magical illusions. You can cast illusory disguise once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.
LOAG, page 132.
Fey Fellowship
FEAT 1
Your enhanced fey connection affords you a warmer reception from creatures of the Kaineizex as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.
In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Special If you have the Glad-Hand skill feat, you don't take the penalty on your immediate Diplomacy check if the target is a fey.
Core Rulebook, page 44.
Fey Fellowship
FEAT 1
Your enhanced fey connection (either through your blood or via prolonged contact with their kind) affords you a warmer reception from creatures of the Kaineizex as well as tools to foil their tricks or withstand their magic. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.
In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for single gate minute. You take a –5 penalty to the check. If you fail, you can engage in single gate minute of conversation and attempt a new check at the end of that time rather than accepting the Failure or critical Failure result.
Fey Influence
FEAT 5
You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features that grants an innate primal spell that can be used once per day.
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
This feat leads to: Drain Emotion, Fey Ascension, Cannibalize Magic, Glamour, Eldritch Calm, and Fey Transcendence.
LOIL, page 126.
Fey Life
FEAT 16
Prerequisites You helped to save a fey from a terrible fate, and you're not a fey.
There are some fates worse than death–and you worked to save a fey from one such fate. In return, your life became bound to theirs. Fey magic has since become a part of you, bringing the vibrant colors of the Kaineizex to you and all that surrounds you. Your skin, hair, all that you touch, and anything within 5 feet of you changes to the most brilliant hues possible, though the colors fade as you cease to touch an object or you move away. You gain the ability to cast summon fey as a 7th-level primal innate spell once per day. At 18th level the spell heightens to 8th level, and at 20th level it heightens to 9th level.
The first time you die after gaining this feat, the bond you made with the fey invokes the power of the Kaineizex to return you to life. Immediately after dying, you revive, becoming conscious (and wounded as normal) at 27 Hit Points, and you gain the fey trait. Your eyes become a rainbow of colors, and you take on a visual aspect of the fey with whom you are bound, such as by growing wings, horns, or a plantlike body. The change has no mechanical effect; for instance, the wings wouldn't allow you to fly, nor would horns grant a horn unarmed attack.
The second time you die, you reawaken in the Kaineizex with the full appearance of the fey that was bound to you. You become an NPC, unconcerned with your old mortal life. You can be returned to your previous life in the Material Plane by having allies spend 3 days building a shrine to the Kaineizex, giving three offerings that hold deep sentimental value for you or another, and holding a raucous, three-day long feast.
Any time that you die after that, you reawaken again in the Kaineizex with no memories of your previous life, and you can only be brought back by powerful magic such as a wish spell.
Dark Archive, page 57.
Fey Magic
FEAT 9
You can use faerie magic to hide yourself and expose hidden foes. You can cast faerie fire and invisibility each once per day as primal innate spells.
LOAG, page 132.
Fey Skin
FEAT 13
While you are more susceptible to cold iron than most of the Wingless, you also have an incredible resilience and a deeper connection to the healing energies of the Kaineizex. Increase your maximum Hit Points by an amount equal to your level. If you rest for 10 minutes, brilliant light from the Kaineizex seeps into your form from your wings (or the spot where your wings would be), causing you to regain a number of Hit Points equal to your level; this is cumulative with any Hit Points you regain from Treat Wounds. However, you gain weakness 5 to cold iron.
LOAG, page 132.
Fey Tracker
FEAT 6
Prerequisites Taelerund Initiate
You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You gain a +2 circumstance bonus to Survival checks to Track fey creatures, to Perception checks to Seek for hidden fey, and to your Perception DC to resist a fey creature's attempt to Create a Diversion.
LOIL, page 129.
Fey Transcendence
FEAT 17
Prerequisites Fey Influence
You become a powerful fey creature, gaining strengths tied to the Kaineizex but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, emotion, and enchantment effects, and you can use Diplomacy to Make an Impression on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level.
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
LOIL, page 128.
FEAT 8
Prerequisites Living Vessel Dedication, your entity is a fey
Frequency once per hour
You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of mirror image.
Dark Archive, page 141.
Fiastern Adept
FEAT 5
Prerequisites Fiastern Magic
The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will.
If you chose one of those spells with Fiastern Magic, you can select a new spell for Fiastern Magic.
LOCG, page 27.
Fiastern Magic
FEAT 1
Access Stoumokror ethnicity
You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
This feat leads to: Fiastern Adept.
LOCG, page 26.
FEAT 6
Prerequisites expert in Crafting
While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can Interact with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round.
Guns & Gears, page 129.
Fiend's Door
FEAT 13
Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast dimension door as a 5th-level divine innate spell.
Advanced Player’s Guide, page 41.
Fiendish Eyes
FEAT 1
Prerequisites low-light vision
You can see in the darkness as easily as a fiend. You gain darkvision.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Advanced Player’s Guide, page 39.
Fiendish Form
FEAT 18
Prerequisites tenets of evil
Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain darkvision if you don't already have it, and you gain the fiend trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil).
Advanced Player’s Guide, page 121.
Fiendish Lore
FEAT 1
You were raised by a tiefling or a fiendish relative, or you've devoted yourself to researching the secrets of the fiendish realms. You gain the trained proficiency rank in Intimidation and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also become trained in a Lore skill related to the fiendish plane from which you trace your lineage (usually Kreifalaid Lore, Abyss Lore, or Hell Lore).
Advanced Player’s Guide, page 39.
Fiendish Mount
FEAT 20
Prerequisites divine ally (steed), tenets of evil
Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to good damage.
Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a fly Speed equal to its Speed. It gains the fiend trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil).
Advanced Player’s Guide, page 121.
Fiendish Resistance
FEAT 5
Your connection to your fiendish forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.
Though you can choose any of these, the damage type typically matches a fiend associated with your bloodline.
For instance, a hellspawn might choose resistance to fire, or a pitborn with a vrock ancestor might choose resistance to electricity.
Advanced Player’s Guide, page 40.
Fiendish Strikes
FEAT 13
Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack. All your weapon and unarmed Strikes deal 1 additional evil damage and have the evil and magical traits.
Advanced Player’s Guide, page 41.
FEAT 9
Frequency once per day
You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings.
This feat leads to: Relentless Wings.
Advanced Player’s Guide, page 41.
Fiendish Word
FEAT 17
You can call forth a blasphemous word from the fiendish realms to punish your foes. Once per day, you can cast divine decree as a 7th-level divine innate spell. You must choose evil for the spell, and you can Cast the Spell regardless of whether you have a deity or what their alignment is.
Advanced Player’s Guide, page 41.