Feats: F (Part 5 of 5)

60 feats, from Form Control to Future Spell Learning.

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Part: 1 2 3 4 5

Form Control · Form Control · Form Lock · Form Lock · Form Lock · Form Lock · Form Of The Bat · Form Of The Fiend · Form Retention · Form Retention · Formation Master · Formation Training · Fortified Elixirs · Fortified Flesh · Fortified Mind · Fortify Shield · Fortissimo Composition · Fortuitous Shift · Fortunate Relief · Fountain Of Secrets · Four Winds · Fox Trick · Foxfire · Freeze It! · Fresh Ingredients · Fresh Ingredients · Fresh Produce · Friendform · Friendly Toss · Friendly Toss · Frighten Undead · Frightening Appearance · Frightening Appearance · Frightful Aura · Frightful Condemnation · Frightful Moan · Frostbite Runes · Frozen Breadth · Full Automation · Fully Flighted · Fulminating Shot · Fulminating Synergy · Furious Bully · Furious Bully · Furious Finish · Furious Finish · Furious Focus · Furious Focus · Furious Grab · Furious Grab · Furious Sprint · Furious Sprint Or · Furious Vengeance · Furious Vengeance · Furnace Form · Fuse Stance · Fuse Stance · Fused Polearm · Fused Staff · Future Spell Learning

Form Control [>]

FEAT 4

druid manipulate metamagic 

Prerequisites Strength 14, Wild Shape

With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape's spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.

This feat leads to: Perfect Form Control.

Core Rulebook, page 135.

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Form Control [>]

FEAT 4

druid manipulate spellshape 

Prerequisites Untamed Form

With additional care and effort, you can take on an alternate shape for a longer period of time. If your next action is to Cast Untamed Form, the spell's rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to single gate hour or the listed duration (whichever is longer). You can still Dismiss Untamed Form as normal.

Player Core 1, page 130.

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Form Lock [>]

FEAT 14

attack monk 

Requirements You have a foe grabbed or restrained.

Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms. Attempt an Athletics check to counteract a polymorph effect currently affecting your target. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.

Advanced Player’s Guide, page 130.

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Form Lock [>]

FEAT 14

archetype attack 

Prerequisites Wrestler Dedication

Requirements You have a creature grabbed or restrained.

Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.

LOTGB, page 127.

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Form Lock [>]

FEAT 14

attack monk 

Requirements You have a foe grabbed or restrained.

Your ability to control your own qi empowers you to pressure other creatures into resuming their true forms. Attempt an Athletics check to counteract a polymorph effect currently affecting your target. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to separate effects aren’t obvious. The target is then temporarily immune for single gate day.

Player Core 2, page 125.

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Form Lock [>]

FEAT 14

archetype attack 

Prerequisites Wrestler Dedication

Requirements You have a creature grabbed or restrained.

Your ability to manipulate your enemy’s entire body is potent enough that you can tear and break apart alternate forms.

Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one separate effects aren’t obvious. The target is then temporarily immune for 1 day.

Player Core 2, page 223.

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Form Of The Bat [>]

FEAT 13

concentrate dhampir divine polymorph transmutation 

Frequency once per hour

You can transform into a harmless bat. You gain the effects of a 4th-level pest form, except you always transform into a bat.

Advanced Player’s Guide, page 33.

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Form Of The Fiend

FEAT 1

tiefling 

Part of your body has an obvious, fiendish appearance. Your hands end in razor-sharp claws, you have hooves instead of feet, sharp teeth fill your mouth, or a whipping tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits.

Claw 1d4 slashing (agile, finesse, unarmed, versatile piercing)

Hoof 1d6 bludgeoning (finesse, unarmed)

Jaws 1d6 piercing (finesse, unarmed)

Tail 1d4 bludgeoning (agile, finesse, unarmed)

Special You can select this feat only at 1st level, and you can't retrain into or out of this feat, nor can you change the type of attack you gained.

Advanced Player’s Guide, page 40.

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Form Retention

FEAT 8

wizard 

You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn't change.

Advanced Player’s Guide, page 142.

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Form Retention

FEAT 8

wizard 

You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts single gate minute and grants a battle form, you can prepare the spell in a slot 2 ranks higher than normal. This doesn’t grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-rank slot with Form Retention, you would cast a 2nd-rank animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn’t change.

Player Core 1, page 203.

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Formation Master

FEAT 13

hobgoblin 

Prerequisites Formation Training

You can assemble a formation even with members of ancestries that lack the hobgoblins' military discipline, and you can extend these benefits to your hobgoblin allies. When you are adjacent to at least two humanoid allies, you gain the benefits of Formation Training, even if they aren't hobgoblin allies. Hobgoblin allies adjacent to you and at least one other hobgoblin ally also gain the bonuses from your Formation Training feat.

LOCG, page 51.

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Formation Training

FEAT 5

hobgoblin 

Prerequisites trained in all martial weapons

You know how to fight in formation with your brethren. When you are adjacent to at least two hobgoblin allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects.

This feat leads to: Formation Master.

LOCG, page 51.

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Fortified Elixirs

FEAT 6

alchemist 

Your treatments for diseases and poisons can be very efficacious, though they tend not to last as long. A creature that is under the effect of an infused antidote or antiplague that you created can choose to reroll a failed Fortitude saving throw against an appropriate affliction (poison for antidote and disease for antiplague). The creature doesn’t gain the elixir’s usual item bonus to the reroll, and after the reroll, the elixir’s duration immediately ends. This is a fortune effect.

Player Core 2, page 66.

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Fortified Flesh

FEAT 8

archetype 

Prerequisites Ka Stone Ritual

Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the Living Monolith archetype.

LOWG, page 59.

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Fortified Mind

FEAT 9

kashrishi 

Your mind is unusually resilient and resistant to influence. When you would gain the fascinated or stupefied condition, you can attempt a DC 17 flat check. On a success, you don't gain the fascinated or stupefied condition.

LOIL, page 44.

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Fortify Shield [>]

FEAT 5

oread 

Prerequisites Shield Block

Frequency once per day

You reinforce your shield with a rocky outgrowth of metal and stone. You Raise your Shield. If you use the Shield Block reaction before your next turn, add your character level to your shield's Hardness when determining how much damage is blocked.

LOAG, page 107.

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Fortissimo Composition

FEAT 8

bard 

Prerequisites Maestro muse

Your anthems grow louder and more potent, bolstered by your muse's power. You learn the fortissimo composition spellshape focus spell (page 370).

Player Core 1, page 103.

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Fortuitous Shift

FEAT 9

gnome 

Prerequisites Unexpected Shift

You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer dazzled if you succeed.

LOCG, page 33.

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Fortunate Relief

FEAT 12

cleric fortune 

Your god favors your attempts to remove afflictions and conditions. When you Cast a healing spell that attempts to counteract (page 431) an effect, you can roll the counteract check twice and take the higher value.

Player Core 1, page 119.

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Fountain Of Secrets [F]

FEAT 17

shisk 

Frequency once per round

You constantly remember details about the world. You attempt a check to Recall Knowledge. If you succeed, you gain additional information or context. If you critically succeed, at the GM's discretion you might gain even more additional information or context than normal.

Shisk Enclaves Most shisks can be found in small communities burrowed into the Barrier Wall, existing in caverns and tunnels that riddle the mountains from peak to base. A few scattered enclaves can be found in the Bandu Hills—the dry and arid region well-suited to shisk tastes.

Occasionally, shisk societies burrow deeply enough that they reside within the Tratrith Veimaikhik, while other brave families or individuals seek out the academic haven of Briamorumorein, hoping to accelerate their education.

Shisks are almost completely unknown outside of the Falalugreid Expanse. A few can be found on the Fifalavadn side of the Barrier Wall, and at least one shisk is believed to have approached the Citadel of the Alchemist to be accepted as a student.

One small and bold enclave is rumored to reside in the Shattered Range near the nation of Falutruneth, hoping to glean secrets from the many powerful wizards who live there.

Other Peoples.

LOME, page 126.

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Four Winds [>>]

FEAT 1

air impulse kineticist primal 

Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed.

If it has a fly Speed, it can instead Fly up to half its fly Speed.

Level (10th) The targets move up to full Speed instead of half.

Rage of Elements, page 24.

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Fox Trick [F]

FEAT 9

kitsune 

Frequency once per hour

You always have time for a joke or prank. You Create a Diversion, Conceal an Object, or Hide. All creatures who witnessed your Fox Trick then wise up to it, becoming temporarily immune to your Fox Trick for 24 hours.

LOAG, page 126.

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Foxfire

FEAT 1

kitsune 

A crack of your tail sparks wisps of blue energy. Choose either electricity or fire when you gain this feat. You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals 1d4 damage of the chosen type (no ability modifier is added to the damage roll). Your foxfire attack is in the sling weapon group and has the magical trait. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows.

Special If you are a frozen wind kitsune, your foxfire deals cold damage instead of electricity or fire.

LOAG, page 125.

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Freeze It! [>]

FEAT 9

goblin 

Prerequisites snow goblin heritage

You are no rime hag or Khiaseis, but the magic of the north has still left a mark on you.

Frigid ice runs through your veins, and you can expel frost from your body to freeze your foes. Attempt an Athletics check against the Fortitude DC of an adjacent foe.

If you have master proficiency in Athletics, you can affect up to two adjacent foes, rolling one Athletics check against each foe.

Critical Success The target becomes clumsy 2 for 1 round.Success The target becomes clumsy 1 for 1 round.Critical Failure The target is temporarily immune for 1 minute.

LOCG, page 39.

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Fresh Ingredients

FEAT 2

archetype skill 

Prerequisites Herbalist Dedication, expert in Nature

When using Natural Medicine to Treat Wounds, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead.

Advanced Player’s Guide, page 176.

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Fresh Ingredients

FEAT 2

archetype skill 

Prerequisites Herbalist Dedication

It is amazing the difference fresh herbs can make. When using Natural Medicine to Treat Wounds, you gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you do this in the wilderness, you gain a +4 circumstance bonus instead.

Player Core 2, page 202.

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Fresh Produce [>]

FEAT 1

healing impulse kineticist plant primal vitality wood 

You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4+1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away.

Level (+2) The healing increases by 1d4+5, and the resistance increases by 2.

Rage of Elements, page 34.

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Friendform

FEAT 5

anadi 

The shared bond between you and your allies allows you to act on their behalf.

During your daily preparations, you can perform a simple ritual with up to five willing Small or Medium humanoids, where participants exchange minor tokens of personal significance. As long as you hold onto a participant's token, you can assume their form with your Change Shape ability, gaining a +4 status bonus to Deception checks to pass as that person and adding your level to the check even if you're untrained. You lose access to a participant's form if they're not carrying your token or if you use the ritual again.

LOME, page 106.

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Friendly Toss [>>]

FEAT 8

barbarian manipulate rage 

Requirements You are adjacent to an ally and have one or more hands free.

You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee Strike against an enemy within their reach as a reaction.

Advanced Player’s Guide, page 110.

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Friendly Toss [>>]

FEAT 8

barbarian manipulate rage 

Requirements You are adjacent to an ally and have one or more hands free.

You toss your friends around the battlefield. pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn’t trigger reactions. Your ally ends this movement on their feet and doesn’t take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can use their reaction to make a melee Strike against such an enemy.

Player Core 2, page 81.

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Frighten Undead [>]

FEAT 6

archetype 

Prerequisites Undead Slayer Dedication, trained in Intimidation

Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to Demoralize an undead target using your Religion modifier instead of your Intimidation modifier if it's higher. If you use your Religion modifier, the Demoralize action loses the emotion and mental traits, as your faith connects to the undead on an instinctual level.

This feat leads to: Slayer's Presence.

Book of the Dead, page 29.

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Frightening Appearance

FEAT 12

archetype vigilante 

Prerequisites expert in Intimidation, Startling Appearance

Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each opponent within 10 feet to whom you were unnoticed before your Strike.

Advanced Player’s Guide, page 197.

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Frightening Appearance

FEAT 12

archetype vigilante 

Prerequisites expert in Intimidation, Startling Appearance

Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each enemy in a 10-foot emanation you were unnoticed by before your Strike.

Player Core 2, page 219.

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Frightful Aura

FEAT 18

archetype aura emotion fear mental 

Prerequisites Lich Dedication, master in Intimidation

You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC.

Success The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute.Failure The creature is frightened 1.Critical Failure The creature is frightened 2.

Book of the Dead, page 50.

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Frightful Condemnation [F]

FEAT 6

archetype emotion fear mental vigilante 

Prerequisites Harsh Judgment, Vigilante Dedication, member of the Gray Gardeners

Trigger You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgment.

Requirements You have condemned a foe to death with Harsh Judgment.

Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next.

Your condemned foe is frightened 1, or frightened 2 if the triggering Strike was a critical hit.

Night of the Gray Death, page 65.

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Frightful Moan [>>]

FEAT 4

archetype auditory divine emotion enchantment fear mental 

Prerequisites Ghost Dedication

Frequency once per 10 minutes

You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher.

Success The creature is unaffected and temporarily immune to Frightful Moans for 1 minute.Failure The creature is frightened 1.Critical Failure The creature is frightened 2.

Book of the Dead, page 47.

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Frostbite Runes

FEAT 12

archetype evocation primal 

Prerequisites Pactbound Dedication

Thick tattoos, each one a rune fragment from the graefiadeik kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against evil and necromancy spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the negative healing ability, like dhampir.

This feat leads to: Bound in Ice and Curse of the Graefiadeik Kar.

LOMM, page 10.

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Frozen Breadth

FEAT 8

archetype 

Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell level other than your two highest gelid shard spell slots.

Treasure Vault, page 185.

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Full Automation

FEAT 20

inventor 

Prerequisites armor, construct, or weapon innovation

You become so entwined with your innovations that you can use them without a second thought. You're permanently quickened. How you can use the extra action depends on your innovation.

Guns & Gears, page 32.

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Fully Flighted

FEAT 13

strix 

Prerequisites Juvenile Flight

You gain the effects of Juvenile Flight at all times, rather than just once per day for 10 minutes. This includes the status bonus to your Speed if you have Fledgling Flight.

LOAG, page 138.

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Fulminating Shot [>]

FEAT 6

archetype evocation magical 

Prerequisites Spellshot Dedication

Frequency once per round

You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal 1d6 additional damage of this type. At 12th level, this increases to 2d6 additional damage, and at 18th level, it increases to 3d6 additional damage.

Guns & Gears, page 141.

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Fulminating Synergy

FEAT 16

archetype 

Prerequisites Dualistic Synergy

When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances.

This feat leads to: Synergistic Spell.

LOCG, page 105.

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Furious Bully

FEAT 8

barbarian 

Prerequisites master in Athletics

You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions.

Core Rulebook, page 91.

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Furious Bully

FEAT 8

barbarian 

Prerequisites master in Athletics

You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack skill action.

Player Core 2, page 81.

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Furious Finish [>]

FEAT 2

barbarian rage 

Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.

Core Rulebook, page 89.

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Furious Finish [>]

FEAT 2

barbarian rage 

Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your rage (maximum 10). After this Strike, your rage immediately ends, and you are fatigued until you rest for at least 10 minutes.

Player Core 2, page 77.

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Furious Focus

FEAT 6

fighter 

Prerequisites Power Attack

You've learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you're wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.

Core Rulebook, page 148.

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Furious Focus

FEAT 6

fighter 

Prerequisites Vicious Swing

You’ve learned to maintain your Balance even when swinging furiously. When you make a Vicious Swing with a melee Weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.

Player Core 1, page 145.

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Furious Grab [>]

FEAT 12

barbarian rage 

Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon.

You grab your foe while it's distracted by your attack. The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe.

Core Rulebook, page 92.

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Furious Grab [>]

FEAT 12

barbarian rage 

Requirements Your last action was a successful Strike, and either you have a hand free or your Strike used a weapon with the grapple trait.

You Grab your foe while it’s distracted by your attack.

The enemy you hit becomes grabbed by you, as if you had succeeded at an Athletics check to grapple it.

Player Core 2, page 82.

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Furious Sprint [>>]

FEAT 10

barbarian rage 

You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.

Core Rulebook, page 91.

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Furious Sprint Or [>>]

FEAT 10

barbarian rage 

You rush forward. Stride up to five times, or up to eight times if you used 3 skill action. All this movement must be in a straight replace any of these Strides with a Balance action if you need to, which you attempt using an Athletics check instead of an

Player Core 2, page 81.

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Furious Vengeance [R]

FEAT 16

barbarian rage 

Prerequisites fury instinct

Trigger An enemy within your melee reach critically hits you with a melee Strike.

Your enemy's blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.

Advanced Player’s Guide, page 111.

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Furious Vengeance [R]

FEAT 16

barbarian rage 

Prerequisites fury instinct

Trigger An enemy within your melee reach critically hits you with a melee Strike.

Your enemy’s blow fuels your rage and provokes your immediate retaliation. Make a melee Strike against the triggering enemy.

Player Core 2, page 84.

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Furnace Form [>>]

FEAT 12

fire impulse kineticist manipulate polymorph primal 

Opening your kinetic gate, you allow flames to consume your form and leave you a living flame. You gain the benefits of the fiery body spell (except the ability to cast ignition) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Fly up to half your fly Speed. Your fire Elemental Blasts deal an additional die of damage.

Level (16th) This duration is 1 minute, you can't Sustain the impulse, and you can Dismiss the impulse.

Rage of Elements, page 29.

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Fuse Stance

FEAT 20

monk 

Prerequisites at least two stances

You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.

You can't fuse stances with fundamentally incompatible requirements or restrictions (such as Ironblood Stance and Crane Stance, which both require using only one type of Strike).

Core Rulebook, page 165.

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Fuse Stance

FEAT 16

monk 

Prerequisites at least two stances

You have combined two stances into a single gate stance all your own. When you take this feat, choose two stances you know and combine them into a single gate fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the If the stances both grant special attacks, you gain all those attacks. If a stance restricts you to one particular attack (such as Crane Stance), you must abide by that restriction.

determines which apply, or determines you can’t fuse those stances at all.

Player Core 2, page 126.

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Fused Polearm

FEAT 10

archetype 

Prerequisites Sigilarch Dedication

Requirements Your arcane bonded item is a polearm.

During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations.

While the two are fused, the weapon's haft takes on aesthetic aspects of the staff.

Secrets of Magic, page 241.

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Fused Staff

FEAT 8

arcane magus transmutation 

Prerequisites Spellstrike

When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the concentrate trait. When the item is in staff form, you can Cast the Spells from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities.

You can Cast Spells from the staff as part of a Spellstrike even when the staff is in weapon form. Otherwise, you can't cast the staff's spells while it's in weapon form.

The fusion lasts until your next daily preparations, though you can spend 10 minutes to separate the two items and meld the staff into a different weapon.

The melding works for you alone. A different wielder can use the staff in its current form but can't transform it, get the benefit of the shared runes, or use its spells for a Spellstrike if it's in weapon form.

Secrets of Magic, page 46.

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Future Spell Learning

FEAT 8

archetype 

Prerequisites Time Mage Dedication

More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add behold the weave, cast into time, haste, loose time's arrow, quicken time, slow, and stagnate time to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.

Dark Archive, page 185.

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