60 feats, from Fiendsbane Oath to Flinging Charge.
Fiendsbane Oath · Fiery Retort · Fighter Dedication · Fighter Dedication · Fighter Resiliency · Fighter Resiliency · Fighting Horn · Final Form · Final Rest · Final Shot · Finessed Features · Finest Trick · Finishing Follow-through · Finishing Follow-Through · Finishing Precision · Finned Ridges · Fire Lung · Fire Resistance · Fire Savvy · Firearm Expert · Firesight · Firework Technician Dedication · First Frost · First Revelation · First Revelation · First to Strike, First to Fall · Flamboyant Athlete · Flamboyant Athlete · Flamboyant Cruelty · Flamboyant Leap · Flamboyant Leap · Flame Jump · Flash Your Badge · Flashforge · Flashing Shield · Flashy Dodge · Flashy Roll · Fledgling Flight · Fleeing Shriek · Fleet · Fleet · Fleet Tempo · Fleeting Shadow · Fleeting Shadow · Flensing Slice · Flensing Slice · Flesh Wound · Flexible Form · Flexible Halcyon Spellcasting · Flexible Ritualist · Flexible Ritualist · Flexible Spellcaster Dedication · Flexible Studies · Flexible Studies · Flexible Tail · Flexible Tail · Flexible Transmogrification · Flicker · Flinging Blow · Flinging Charge
Fiendsbane Oath
FEAT 2
Prerequisites tenets of good
You've sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion's code after the other tenets: "You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don't have to banish or kill it."
Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption's resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, 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 fiends to be legitimate authorities, even in nations ruled by fiends.
This feat leads to: Anchoring Aura and Banishing Blow.
Core Rulebook, page 110.
FEAT 8
Prerequisites flame order
Frequency once per minute
Trigger An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack.
Ignoring your pain, you sear your attacker with a wave of flame. The triggering opponent takes fire damage equal to your level.
Secrets of Magic, page 199.
Fighter Dedication
FEAT 2
Prerequisites Strength 14, Dexterity 14
You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype.
This feat leads to: Basic Maneuver, Advanced Maneuver, Diverse Weapon Expert, Fighter Resiliency, and Opportunist.
Core Rulebook, page 226.
Fighter Dedication
FEAT 2
Prerequisites Strength +2, Dexterity +2
You become trained in martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter
Player Core 1, page 219.
Fighter Resiliency
FEAT 4
Prerequisites Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.
Core Rulebook, page 226.
Fighter Resiliency
FEAT 4
Prerequisites Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.
Player Core 1, page 219.
Fighting Horn
FEAT 5
Prerequisites Puncturing Horn or xyloshi
You can modify the size and shape of your horn over time using your mental powers. Choose two of the following weapon traits: disarm, grapple, shove, and trip. Your horn gains the chosen traits.
Special You can take this feat a second time, adding the traits you didn't choose when you first took it.
LOIL, page 44.
FEAT 17
Frequency once per day
You embrace your monstrous blood and make it your own, screaming out to the heavens and hells alike in rage, pain, and defiance. Reality buckles and twists under your sudden power—each tiefling has a unique transformation, but it might include sulfurous flames, choruses of shrieks, or twisting, serpentine lightning. Every creature within 10 feet of you is deafened and dazzled for 1 round unless they succeed at a Fortitude save using your class DC or spell DC, whichever is higher. Your final form has the effects of divine vessel for a deity that shares an alignment with your fiendish lineage. Your final form resembles a creature from your fiendish lineage, and you remain in that form for 1 minute. While in your final form, you can cast chilling darkness, fireball, and lightning bolt as 6th-level divine innate spells, once each per use of this feat.
When you emerge from your final form, you become drained 3. In addition, if you have this feat, you gain weakness 10 to good even when not in your final form, and you take good damage even if you aren't evil.
Special At the GM's discretion, the specific elements of this feat can be adjusted to better fit the tiefling's lineage—for example, a GM might decide that a particular beastbrood tiefling could cast a 6th-level phantasmal killer instead of fireball.
LOAG, page 66.
Final Rest
FEAT 4
Prerequisites Sitreiku Sentry Dedication
As stubborn in death as you are in life, you vow you'll never aid your hated enemies. You can't be transformed into an undead, except by effects that originate from an artifact or deity. Undead creatures that touch your corpse take 1 positive damage each time they do, or 1d6 positive damage each time they expose themselves to your corpse in a more thorough manner, such as by biting or carrying your corpse.
LOKL, page 78.
FEAT 18
Requirements You're wielding an unloaded firearm.
You jam a triple charge of black powder into your weapon to unleash a devastating but risky and inaccurate attack. Interact to reload, expending three doses of black powder in addition to your normal black powder or ammunition, then Strike with your firearm against a creature within the weapon's first range increment. If you roll a success, the attack is instead a critical success, but if you roll a failure, the weapon misfires.
Regardless of your roll, after the attack you're flat-footed until the start of your next turn and stunned 1.
Guns & Gears, page 119.
Finessed Features
FEAT 12
Prerequisites Trapsmith Dedication
You've learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare's trigger as normal.
Trick Driver While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance.
Guns & Gears, page 54.
Finest Trick
FEAT 13
Prerequisites Devil in Plain Sight
Many fiends—rakshasa rajas and demonic succubi most famously—can take on the forms of others. With practice, you can do the same. When you use Devil in Plain Sight, you can alter your appearance to match a generic member of your base ancestry, rather than one that's obviously you without your tieflings features. In addition, you can imitate a specific person's appearance (of any ancestry of the same size and kind as your base ancestry, typically a humanoid for most ancestries) if you consume a bit of their blood, a lock of their hair, or appropriate equivalents as part of the action.
You still must know what the creature looks like, and you must be aware that the consumed portion comes from their body.
LOAG, page 66.
Finishing Follow-through
FEAT 2
Finishing a foe maintains your swagger. You gain panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets).
Advanced Player’s Guide, page 89.
Finishing Follow-Through
FEAT 2
Finishing a foe maintains your swagger. You gain panache
Player Core 2, page 165.
Finishing Precision
FEAT 4
Prerequisites Swashbuckler Dedication
You've learned how to land daring blows when you have panache. You gain the precise strike class feature but you deal 1 additional damage on a hit and 1d6 damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action.
Basic Finisher (finisher, swashbuckler) You make a graceful, deadly attack. Make a Strike; if you hit and your weapon qualifies for precise strike, you deal the full 1d6 damage from precise strike.
Advanced Player’s Guide, page 153.
Finned Ridges
FEAT 5
The ridges and flaps of your skin steer you through the water. You gain a swim Speed of 15 feet.
LOAG, page 93.
Fire Lung
FEAT 1
Prerequisites flame order
A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the concealed condition from smoke. You need only a successful DC 10 flat check to recover from persistent fire damage, rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10).
Secrets of Magic, page 198.
Fire Resistance
FEAT 4
Prerequisites flame order
Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you.
You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against fire effects.
Secrets of Magic, page 199.
Fire Savvy
FEAT 1
Access You are from Zouzeikod or Tobraid.
You've grown up around a forge and are well-suited to dealing with smoke and flame. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 with appropriate assistance. In addition, if you roll a success on a saving throw against suffocation or choking due to smoke or ash, you get a critical success instead.
Guns & Gears, page 200.
Firearm Expert
FEAT 12
Prerequisites Gunslinger Dedication, expert in any kind of weapon or unarmed attack
You've become an expert with your chosen weapons. Your proficiency ranks for simple and martial crossbows and simple and martial firearms increase to expert.
Guns & Gears, page 127.
Firesight
FEAT 5
You can see through the haze of flame. You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by smoke and fire.
LOAG, page 103.
Firework Technician Dedication
FEAT 2
Prerequisites trained in Crafting
You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Moutriavriam or a fireworks company from Mikonein, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck.
You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the Alchemical Crafting feat, a pool of infused reagents equal to your level, and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together.
You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher.
Special You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype.
This feat leads to: Banshee Cry Display, Coughing Dragon Display, Expert Fireworks Crafter, Goblin Jubilee Display, and Jumping Jenny Display.
Guns & Gears, page 134.
First Frost
FEAT 2
The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with the frost's touch and ray of frost cantrips. You're trained in spell attack rolls and spell DCs for arcane spells.
Your key spellcasting ability is Charisma.
Treasure Vault, page 185.
First Revelation
FEAT 4
Prerequisites Oracle Dedication
You gain your mystery's initial revelation spell. Casting this spell progresses your curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate curse effect, you become flat-footed in addition to the effects of the minor curse.
If you don't have one, you gain a focus pool of 1 Focus Point.
You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your curse to minor.
Advanced Player’s Guide, page 152.
First Revelation
FEAT 4
Prerequisites Oracle Dedication
You gain your mystery’s initial revelation spell.
If you don’t have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your cursebound value by 1.
Player Core 2, page 180.
First to Strike, First to Fall
FEAT 17
Whenever you successfully Strike a creature that has not acted in the first round of combat, that creature is off-guard until the end of your next turn. If that creature is reduced to 0 Hit Points before the end of your next turn, you and all allies within 30 feet of the creature become quickened until the end of your next turn. You can use the extra action only to Step, Stride, or Strike.
Flamboyant Athlete
FEAT 4
Prerequisites expert in Athletics
Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity. While you have panache, you gain the following benefits.
This feat leads to: Flamboyant Leap.
Advanced Player’s Guide, page 89.
Flamboyant Athlete
FEAT 4
Prerequisites expert in Athletics
Your panache allows you to Perform incredible feats: Climbing, Swimming, and Leaping far beyond your normal capacity. While you have panache, you gain the following benefits.
• You gain Climbing and Swimming Speeds equal to half your land Speed.
10. This doesn’t combine with other abilities that reduce • The distance you can move with a vertical Leap increases to 5 feet. Your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet.
Player Core 2, page 165.
Flamboyant Cruelty
FEAT 8
You love to kick your enemies when they're down, and you look fabulous when you do.
When you make a melee weapon Strike against a foe that has at least two of the following conditions, you gain a circumstance bonus to your damage roll equal to the number of these conditions the foe has. The qualifying conditions are clumsy, drained, enfeebled, frightened, sickened, and stupefied. If you hit such a foe, you gain a +1 circumstance bonus to skill checks to Tumble Through and to perform your style's panache-granting actions until the end of your turn.
LOL, page 28.
FEAT 14
Prerequisites master in Athletics, Flamboyant Athlete
Requirements You are capable of using a finisher.
You stylishly leap and deliver a powerful finisher. Make a Leap, High Jump, or Long Jump and attempt one single-action finisher at any point during your jump; the finisher can't be one that includes other movement, such as Mobile Finisher. Immediately after the finisher, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed.
Advanced Player’s Guide, page 92.
FEAT 14
Prerequisites master in Athletics, Flamboyant Athlete
Requirements You are capable of using a finisher.
You stylishly Leap and deliver a powerful finisher. Make a Leap, High Jump, or Long Jump and attempt one single gate-action finisher at any point during your jump; the finisher can’t be one that includes other movement, such as Mobile Finisher.
Immediately after the finisher, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Flamboyant the maximum distance to double your Speed, rather than just your Speed.
Player Core 2, page 168.
Flame Jump
FEAT 13
Prerequisites Thavrail
Frequency once per day
Your peri lineage has opened your mind to fire's raw, purging essence. You can spend 1 minute in focused preparation, then enter a fire your size or larger to instantly teleport to any fire that is your size or larger up to 5 miles away. You take no damage from entering or exiting fires when using this ability. Once you enter the fire, you instantly know the rough locations of other large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you when you teleport; if you attempt to do so, the activity fails.
LOAG, page 12.
FEAT 10
Prerequisites Tobraid Agent Dedication, master in Intimidation
You make a fearsome show of your authority. Roll Intimidation checks to Demoralize each creature in a 30-foot cone. When you do so, Demoralize gains the visual trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled.
OoA1, page 78.
FEAT 1
An artificial metal object forms in the hands of you or a willing ally within 30 feet. You can choose a level 0, common, handheld weapon or piece of adventuring gear of 1 Bulk or less. The item is entirely made from metal, making some items impossible or impractical to use (if it's unclear, the GM decides). You can make items with simple moving parts or magnetism, like a compass, poor lock, or merchant's scale. The item lasts for 10 minutes, but each time it's used, the user must succeed at a DC 5 flat check or the item is destroyed after the action is completed.
Rage of Elements, page 30.
FEAT 8
Prerequisites Sitreiku Sentry Dedication, you worship a good-aligned deity
Trigger You use the Shield Block reaction, and the opponent that triggered the Shield Block is undead and adjacent to you.
Your shield flares with holy light as you block the attack, searing the undead with the power of your faith. The triggering undead takes positive damage equal to half your level and becomes flat-footed for 1 round.
LOKL, page 79.
FEAT 1
Trigger A creature you can see targets you with an attack.
Requirements You aren’t encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus panache until the end of your next turn.
Player Core 2, page 163.
Flashy Roll
FEAT 8
Prerequisites Flashy Dodge
You can use Flashy Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Flashy Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Flashy Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
Player Core 2, page 167.
FEAT 5
Frequency once per round
You can fly through the air in short bursts at half your land Speed. If you don't end your movement on solid ground, you fall at the end of your turn.
LOAG, page 137.
Fleeing Shriek
FEAT 9
You let out an ear-piercing screech. Each creature in a 10-foot emanation takes 5d6 sonic damage, with a basic Fortitude saving throw against the higher of your class DC or spell DC. You then Stride, and this movement doesn't trigger reactions from any creature that failed or critically failed its saving throw.
At 11th level and every 2 levels thereafter, the damage increases by 1d6. once per hour.
Fleet
FEAT 1
You move more quickly on foot. Your Speed increases by 5 feet.
This feat leads to: Skitter.
Core Rulebook, page 261.
Fleet
FEAT 1
You move more quickly on foot. Your Speed increases by 5 feet.
FEAT 4
Prerequisites Briamorumorein Chime-Ringer Dedication
Frequency once per hour
To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute.
FEAT 6
Prerequisites Scout Dedication
You're able to quickly disappear and then move about stealthily. You Hide, then Sneak twice.
Advanced Player’s Guide, page 188.
FEAT 6
Prerequisites Scout Dedication
You’re able to quickly disappear and then move about without drawing the attention of your enemies. You Hide, then Sneak twice.
Player Core 2, page 212.
FEAT 8
Prerequisites Dual-Weapon Warrior Dedication
Requirements Your last action was a Double Slice, and both attacks hit the target.
When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes 1d8 persistent bleed damage per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). The target becomes flat-footed, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn.
Advanced Player’s Guide, page 170.
FEAT 8
Prerequisites Dual-Weapon Warrior Dedication
Requirements Your last action was a Double Slice, and both attacks hit the target.
When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes 1d8 persistent bleed damage per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). In addition, until the start of your next turn the target is off-guard, and its resistances to any physical damage types are reduced by 5.
Player Core 2, page 196.
FEAT 12
You fire to ensure that even if your shot doesn't land cleanly, it still lands close enough to deal some damage. Make a ranged Strike. It gains the following effect on a failure (though not a critical failure).
Failure Though your attack misses, it still deals one die of damage plus any damage from your weapon specialization class feature. This uses your weapon's normal damage die and damage type. This attack doesn't add extra damage from any other sources or abilities.Guns & Gears, page 117.
Flexible Form
FEAT 1
Prerequisites any heritage except strong oak
Your body is as supple as a sapling, capable of bending without breaking. You become trained in Acrobatics, and if you roll a success to Squeeze, you get a critical success instead. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice.
LOIL, page 37.
Flexible Halcyon Spellcasting
FEAT 12
Prerequisites Halcyon Spellcasting Initiate
You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest.
LOCG, page 105.
Flexible Ritualist
FEAT 6
Prerequisites Ritualist Dedication
You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1.
When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual).
This feat leads to: Assured Ritualist.
Advanced Player’s Guide, page 187.
Flexible Ritualist
FEAT 6
Prerequisites Ritualist Dedication
You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can’t replace a secondary caster who is the target of the spell (as in the atone ritual).
Player Core 2, page 211.
Flexible Spellcaster Dedication
FEAT 2
Prerequisites flexible spell preparation
You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four.
Secrets of Magic, page 209.
Flexible Studies
FEAT 1
You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks.
During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.
Advanced Player’s Guide, page 60.
Flexible Studies
FEAT 1
You’ve collected a cross-section of information on various disciplines you can refer to when preparing for various tasks.
During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can’t use it as a prerequisite for a permanent character option like a skill increase or a feat.
Player Core 2, page 106.
Flexible Tail
FEAT 5
You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
This feat leads to: Dangle.
LOAG, page 47.
Flexible Tail
FEAT 5
You can Perform simple Interact skill action with your tail, such as opening an unlocked door. Your tail can't Perform skill action that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold uncommon weapons.
Flexible Transmogrification
FEAT 12
You've learned how to transmogrify your eidolon to suit the circumstances of the day. Each day, choose one evolution feat of 6th level or lower during your daily preparations. Your eidolon gains that feat until your next daily preparations.
Secrets of Magic, page 71.
FEAT 12
Prerequisites Lion Blade Dedication
You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide.
LOWG, page 131.
FEAT 16
You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling away. Make an unarmed Strike. If you hit, the target must succeed at a Fortitude save against your class DC or be pushed up to 10 feet directly away from you (or 20 feet, on a critical failure) and fall prone. If another creature or physical object would prevent this movement, both your target and the blocking creature or object take 1d6 bludgeoning damage per 5 feet of movement that was prevented.
Advanced Player’s Guide, page 130.
FEAT 10
You throw a Weapon to distract your opponent as you close the gap to begin your assault. You Stride twice; at any point during this movement, you can make a ranged Strike with a thrown Weapon. If the Strike hits, the target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
Player Core 1, page 148.