60 feats, from Flinging Shove to Forlorn.
Flinging Shove · Flinging Shove · Flinging Updraft · Flourish And Ruin · Flourishing Finish · Flower Magic · Flowering Path · Fluid Contortionist · Flurry Of Maneuvers · Flurry Of Maneuvers · Flying Blade · Flying Blade · Flying Flame · Flying Kick · Flying Kick · Focus Ally · Focused Cat Nap · Focused Fascination · Focused Fascination · Focused Juggler · Focused Shot · Focused Shot · Foil Senses · Foil Senses · Folk Dowsing · Folklorist Dedication · Folksy Patter · Folksy Patter · Folktales Lore · Follow-up Assault · Follow-Up Assault · Follow-up Strike · Follow-Up Strike · Font Of Knowledge · Foolproof Instructions · For Love, for Lightning · Forager · Forager · Force Fang · Forced Entry · Forceful Push · Forceful Shot · Forcible Energy · Forcible Energy · Forensic Acumen · Forensic Acumen · Foresee Danger · Foresee Danger · Foreseen Failure · Forest Passage · Forest Stealth · Forestall Curse · Forestall Curse · Foretell Harm · Forewarn · Forge-blessed Shot · Forge-day's Rest · Forgotten Presence · Forlorn · Forlorn
Flinging Shove
FEAT 12
Prerequisites Aggressive Block or Brutish Shove
Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is flat-footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.
Core Rulebook, page 151.
Flinging Shove
FEAT 12
Prerequisites Aggressive Block or Brutish Shove
Whether you’re Shoving opponents with a shield or a large Weapon, you’ve learned to push them even further. Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is off-guard or Shoved. When you make a Brutish Shove, you also shove the target 5 feet on a Failure.
Player Core 1, page 149.
FEAT 6
A speeding wind heeds your call, picking someone up and depositing them nearby. Choose a creature within 60 feet of you. The target jumps in any direction, up to a maximum of 30 feet. If the target doesn't land on a space of solid ground within 30 feet of where it started, it falls unless it has a fly Speed but doesn't take any damage from the fall. You choose the distance and direction of the jump. If you target an unwilling creature, it attempts a Reflex save against your class DC with the following results.
Success The creature is unaffected.Failure You make the creature jump up to half the maximum distance.Critical Failure You make the creature jump up to the maximum distance.Level (+2) The maximum distance increases by 15 feet.
Rage of Elements, page 24.
Flourish And Ruin
FEAT 17
You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes.
You can cast field of life and tangling creepers as 6th-level primal innate spells once per day each. You become an expert in primal spell attack rolls and primal spell DCs.
LOAG, page 44.
FEAT 12
Prerequisites Provocator Dedication
Requirements Your last action was a Strike that dropped an opponent to 0 Hit Points.
Attempt a Performance check, comparing the result to the Will DC of each foe within 30 feet who can see you.
Regardless of the result, each target is immune to your Flourishing Finish for 10 minutes.
Critical Success The target is frightened 2.Success The target is frightened 1.AoE3, page 78.
Flower Magic
FEAT 9
Certain magics in the world flow easily through your sap. You can cast barkskin and tree shape as 2nd-level arcane innate spells once per day each. A tree shape spell you cast this way transforms you into a Large flowering plant like a rosebush or lilac bush instead of a tree.
LOIL, page 38.
FEAT 9
Frequency once per day
Vitality and elemental wood flows out from your body and into the earth, infusing it with a stream of new life. When you walk, you leave blooming flowers and sprouting vines in your wake. For the next minute, each time you Step or Stride, you create difficult terrain in each square you leave during your movement.
Rage of Elements, page 49.
Fluid Contortionist
FEAT 5
You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze. When you roll a critical failure on a check to Squeeze, you get a failure instead, and when you roll a success, you get a critical success instead.
LOAG, page 120.
Flurry Of Maneuvers
FEAT 4
Prerequisites expert in Athletics
You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.
Core Rulebook, page 160.
Flurry Of Maneuvers
FEAT 4
Prerequisites expert in Athletics
Your flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Repositions, Shoves, or Trips.
Player Core 2, page 121.
Flying Blade
FEAT 1
Prerequisites precise strike
You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike.
Advanced Player’s Guide, page 88.
Flying Blade
FEAT 1
Prerequisites precise Strike
You apply your flashy techniques to thrown weapons as easily as melee attacks. You apply your precise Strike damage on ranged Strikes you make with a thrown Weapon within that Weapon’s first range increment. The thrown Weapon must be an agile or finesse Weapon. This also allows you to make a thrown Weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise Strike.
Player Core 2, page 163.
FEAT 1
A Tiny shape of flame appears, taking a form of your choice—such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times.
Level (+2) The damage increases by 1d6.
Rage of Elements, page 28.
FEAT 4
You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you're adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.
Core Rulebook, page 160.
FEAT 4
You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in midair. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.
Player Core 2, page 121.
FEAT 16
Prerequisites Swordmaster Dedication
Trigger An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the incapacitation trait.
You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result.
LOPSG, page 53.
Focused Cat Nap
FEAT 5
Prerequisites Cat Nap, focus pool
When you Cat Nap, you can also Refocus as you dream of a relevant activity.
LOAG, page 19.
Focused Fascination
FEAT 1
Prerequisites Fascinating Performance
When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.
Advanced Player’s Guide, page 88.
Focused Fascination
FEAT 1
Prerequisites Fascinating Performance
When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you’re attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.
Player Core 2, page 163.
FEAT 4
Prerequisites Juggler Dedication
Trigger Your turn begins.
You continue Juggling until the end of your next turn.
Increase the maximum number of items you can Juggle by one.
Extinction Curse #1: The Show Must Go On, page 74.
FEAT 12
Prerequisites Monastic Archer Stance
Requirements You are in Monastic Archer Stance.
You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon Strike against a target within your weapon's first range increment. This Strike ignores the target's concealed condition and all cover.
Advanced Player’s Guide, page 130.
FEAT 12
Prerequisites Monastic Archer stance
Requirements You are in Monastic Archer stance.
You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged Weapon Strike against a target within your Weapon’s first range increment. This Strike ignores the target’s concealed condition and all cover.
Player Core 2, page 124.
Foil Senses
FEAT 7
Prerequisites master in Stealth
You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465).
Core Rulebook, page 261.
Foil Senses
FEAT 7
Prerequisites master in Stealth
You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak skill action, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 433).
Folk Dowsing
FEAT 3
Prerequisites trained in Survival
You can find what you're looking for using a dowsing rod or pendulum. If you Search while wielding a dowsing rod or pendulum, in addition to the normal checks for Searching, the GM rolls a secret Survival check for you to detect the largest source of water, oil, or another natural non-bodily fluid in the area. Even if the liquid is concealed from you—for example, if it stems from an underground spring or is piped through a wall—this technique points you in the right direction. The GM determines the DC, which is usually the trained simple DC with a hard or very hard adjustment if the source of water is small.
If you're an expert in Survival, the GM also makes a Survival check for you to detect sizable deposits of metal, minerals, and nearby graves. The DC is usually the expert simple DC, with DC adjustments for smaller deposits.
Dark Archive, page 78.
Folklorist Dedication
FEAT 2
Prerequisites trained in Performance
You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action.
Special You can't select another dedication feat until you've gained two other feats from the folklorist archetype.
This feat leads to: Communal Tale, Folktales Lore, Narrative Conduit, and Rule Of Three.
Folksy Patter
FEAT 1
You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as "Danger assassin flee" or "Meet me moonrise"). Your intended listener can attempt a Perception check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply.
Advanced Player’s Guide, page 46.
Folksy Patter
FEAT 1
You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as "Danger assassin flee" or "Meet me moonrise"). Your intended listener can attempt a DC 20 Perception check to discern the message. This DC is reduced by 5 if the listener is a halfling or has Folksy Patter, or by 10 if both apply. Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply to checks to understand Folksy Patter.
Folktales Lore
FEAT 4
Prerequisites Folklorist Dedication
You can pull bits of wisdom from any tale. You become trained in Folktales Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Folktales Lore, you get the effects of the Dubious Knowledge skill feat.
If you are legendary in the Performance skill, you gain expert proficiency in Folktales Lore, but you can't increase your proficiency rank in Folktales Lore by any other means.
FEAT 8
Requirements You used your previous action to make a melee Strike that missed.
Even in the face of failure you press the attack, determined to succeed. Make a Strike with the same weapon, adding the effects of the backswing and forceful weapon traits.
Advanced Player’s Guide, page 110.
FEAT 8
Requirements You used your previous action to make a melee Strike that missed.
Even in the face of Failure you press the attack, determined to succeed. Make a Strike with the same Weapon, adding the backswing and forceful Weapon traits to that Strike.
Player Core 2, page 81.
FEAT 6
Prerequisites Martial Artist Dedication
Requirements Your last action was a missed Strike with a melee unarmed attack.
You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage.
Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any.
Advanced Player’s Guide, page 182.
FEAT 6
Prerequisites Martial Artist Dedication
Requirements Your last action was a missed Strike with a melee unarmed attack.
You have trained rigorously to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as the missed Strike, if any.
Player Core 2, page 206.
Font Of Knowledge
FEAT 10
Prerequisites Tokaikral Dedication
Experience or focused study have granted you mastery of a number of topics.
When you know about something, you know about it in great detail. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, at the GM's discretion, you might gain even more additional information or context than normal.
Kostou Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Vatodoum of the highest rank and influence have at least some spellcasting capabilities.
LOCG, page 113.
Foolproof Instructions
FEAT 8
Prerequisites Tokaikral Dedication
You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the manipulate trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers.
Success For the rest of the ally's turn, they can spend actions to Cast the Spell.Failure The ally misremembers your instructions and can't use the scroll this turn.Critical Failure The ally misunderstood your instructions and can't use the scroll.LOPSG, page 45.
For Love, for Lightning
FEAT 12
Access A character who performs a specialized mission for Kroushekrid Falamoraikraeth has access to this option.
Prerequisites Knight Reclaimant Dedication
Rumors suggest this technique was pioneered by knights who undertook missions for Kroushekrid Falamoraikraeth at the half-moon, but many Crimson Shaegraem have since mastered it. You learn the for love, for lightning focus spell (see below). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Charisma is the key spellcasting ability for knight reclaimant focus spells.
LOKL, page 76.
Forager
FEAT 1
Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you're an expert, 16 if you're a master, or 32 if you're legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Core Rulebook, page 261.
Forager
FEAT 1
Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.
Increase the number of additional creatures you feed on a success to eight if you're an expert in Survival, 16 if you're a master, and 32 if you're legendary.
Force Fang
FEAT 2
Prerequisites focus pool
You can turn your attack into an unerring blur of force. You learn the force fang conflux spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 43.
Forced Entry
FEAT 6
Prerequisites expert in Athletics, Vofalai Agent Dedication
You are trained to preserve the archaeological value of your location when entering. You don't take a penalty to Force Open doors, windows, or containers without a crowbar. If you roll a success on a check to Force Open, you get a critical success instead.
LOCG, page 112.
Forceful Push
FEAT 4
Prerequisites Spell Trickster Dedication, ability to cast mage hand
When you cast mage hand, you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you.
LOTGB, page 122.
FEAT 14
Prerequisites Swordmaster Dedication
Your ranged attacks push your foes away from your allies.
Make a ranged Strike, adding the following effects in addition to the normal effects of the Strike.
Critical Success The target is pushed 10 feet away from you.Success The target is pushed 5 feet away from you.Failure The target is flat-footed for 1 round.LOPSG, page 53.
FEAT 12
You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.
Advanced Player’s Guide, page 143.
FEAT 12
You Perform complex manipulations to make the energy from your single spell so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.
Player Core 1, page 204.
Forensic Acumen
FEAT 1
Prerequisites trained in Medicine
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
Advanced Player’s Guide, page 206.
Forensic Acumen
FEAT 1
Prerequisites trained in Medicine
You understand principles of forensic Medicine, making you better at examining a body to determine the cause of death or injury. You can Perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or Weapon used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you examined, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
FEAT 12
Trigger A creature targets you with an attack and you can see the attacker.
You perceive every possible way your foe's attack could land and attempt to avoid them all. The triggering attack roll targets your Perception DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn't take the –2 circumstance penalty when defending against the attack.
Advanced Player’s Guide, page 64.
FEAT 12
Trigger A creature targets you with an attack, and you can see the attacker.
You perceive every possible way your foe’s attack could land and attempt to avoid them all. The triggering attack roll targets conditions or other effects causing such penalties. For example, an enemy with Sneak attack would still deal extra damage to you for being off-guard, even though you wouldn’t take the –2 circumstance penalty when defending against the attack.
Player Core 2, page 111.
FEAT 12
Frequency once per day
Trigger A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws.
You see your spell fail to take hold to disastrous end, then snap back to reality—it was all a precognition, and you know to try a different spell. Your spell is expended, but you can Cast a Spell that requires the same number of actions as the triggering spell or fewer to cast. The second spell must be a different spell than the first.
Dark Archive, page 28.
Forest Passage
FEAT 4
Prerequisites leaf order
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.
Player Core 1, page 130.
FEAT 5
Prerequisites Expert in Stealth
Requirements You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover
You are skilled at quickly hiding behind bits of underbrush or foliage. You Take Cover and then use that cover to Hide.
LOCG, page 27.
FEAT 14
Frequency once per day
You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a revelation spell, the severity of your curse doesn't increase.
Advanced Player’s Guide, page 80.
FEAT 14
Once per day. You’ve learned to hold back your curse. If the next action you use is a cursebound ability, your cursebound value doesn’t increase.
Player Core 2, page 142.
FEAT 1
Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage.
Once per round. Your magic echoes ominously as you glimpse injury in the target’s future. At the beginning of your target’s next turn, it takes damage equal to twice the triggering spell’s rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell harm for 24 hours.
Player Core 2, page 138.
FEAT 12
Prerequisites Overwatch Dedication, master in Perception
Frequency once per minute
Trigger An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field.
Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults. The triggering attack roll targets your Perception DC instead of your ally's AC. Though this allows your ally to avoid taking penalties to their AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are flat-footed, even though they wouldn't take the –2 circumstance penalty when defending against the attack.
Guns & Gears, page 51.
FEAT 17
Access You are from Zouzeikod or Tobraid.
Prerequisites worshipper of Dregedeir or Mevraegrur
Frequency once per day
Trigger You attempt a ranged Strike.
You intone a prayer to the dwarven deities Dregedeir or Mevraegrur, willing a higher power to guide your aim in the heat of battle. On your next Strike with a ranged weapon before the end of your turn, you gain a +2 circumstance bonus to your attack roll and ignore your target's concealed condition, as well as your target's lesser, standard, and greater cover.
Guns & Gears, page 201.
Forge-day's Rest
FEAT 1
Access underground dwarf ethnicity
Your unusual rest cycle allows you to recover faster.
As long as you rest for 12 hours, you gain the effects of the Fast Recovery general feat and you can go 20 hours without resting before becoming fatigued.
LOCG, page 20.
Forgotten Presence
FEAT 8
The world conspires to keep you forgotten and unnoticed— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a –2 circumstance penalty.
Add modify memory to your spell list as a primal spell.
Dark Archive, page 65.
Forlorn
FEAT 1
Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Core Rulebook, page 40.
Forlorn
FEAT 1
Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +single gate circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.