Feats: I (Part 2 of 5)

60 feats, from Improved Command Undead to Incredible Initiative.

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Part: 1 2 3 4 5

Improved Command Undead · Improved Command Undead · Improved Communal Healing · Improved Communal Healing · Improved Dueling Riposte · Improved Dueling Riposte · Improved Elemental Blast · Improved Elemental Bulwark · Improved Familiar · Improved Familiar · Improved Familiar · Improved Hijack Undead · Improved Invigorating Elixir · Improved Knockback · Improved Knockback · Improved Knockdown · Improved Poison Weapon · Improved Poison Weapon · Improved Reflexive Shield · Improved Reflexive Shield · Improved Swift Banishment · Improved Swift Banishment · Improved Twin Riposte · Improved Twin Riposte · Improved Twin Riposte · Improved Twin Riposte · Improvisational Defender · Improvisational Warrior · Improvise Admixture · Improvise Tool · Improvise Tool · Improvised Crafting · Improvised Critical · Improvised Critical · Improvised Pummel · Improvised Pummel · Improvised Repair · Improvised Repair · In Plain Sight · In Tune · Incorporeal Shot · Incredible Aim · Incredible Aim · Incredible Beastmaster Companion · Incredible Beastmaster Companion · Incredible Companion · Incredible Companion · Incredible Companion · Incredible Companion · Incredible Construct Companion · Incredible Familiar · Incredible Familiar · Incredible Familiar · Incredible Familiar · Incredible Familiar · Incredible Familiar · Incredible Ferocity · Incredible Ferocity · Incredible Improvisation · Incredible Initiative

Improved Command Undead

FEAT 10

cleric 

Prerequisites harmful font, Command Undead, evil alignment

Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn't critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours.

Core Rulebook, page 125.

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Improved Command Undead

FEAT 14

druid 

Prerequisites Command Undead

You infuse the undead you command with more divine energy, making them harder to resist or wrest from your control. If you cast Command Undead and the target critically fails its save, it becomes your minion for an unlimited duration. The target gains the minion trait, meaning it can use 2 skill action when you command it, and gains the summoned trait. You can have a maximum of four undead minions under your control from Command Undead.

Player Core 1, page 134.

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Improved Communal Healing

FEAT 4

cleric 

Prerequisites Communal Healing

You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself.

Core Rulebook, page 123.

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Improved Communal Healing

FEAT 14

druid 

Prerequisites Communal Healing

The divine power flowing through you provides even Greater healing. When you use Communal Healing, you or the ally regains 8 Hit Points, instead of 6.

Player Core 1, page 134.

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Improved Dueling Riposte

FEAT 12

fighter 

Prerequisites Dueling Riposte

Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry.

Core Rulebook, page 151.

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Improved Dueling Riposte

FEAT 12

fighter 

Prerequisites Dueling Riposte

Your Weapon whirls and darts, Striking foes whenever the slightest opening or moment of weakness presents itself.

You can use Dueling Riposte even if you aren’t benefiting from Dueling Parry. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte.

Player Core 1, page 149.

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Improved Elemental Blast

FEAT 8

archetype 

Prerequisites Kineticist Dedication

The power of your elemental blast improves. The damage of your elemental blast increases by one die.

Special You can take Improved Elemental Blast a second time at 14th level to increase your Elemental Blast to three damage die, and a third time at 18th level to increase your Elemental Blast to four damage die.

Rage of Elements, page 57.

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Improved Elemental Bulwark

FEAT 13

suli 

Prerequisites Elemental Bulwark

You gain resistance 10 from Elemental Bulwark instead of 5.

LOAG, page 112.

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Improved Familiar

FEAT 4

witch 

You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal.

Advanced Player’s Guide, page 102.

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Improved Familiar

FEAT 6

archetype 

Prerequisites Familiar Master Dedication

You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal.

Advanced Player’s Guide, page 174.

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Improved Familiar

FEAT 6

archetype 

Prerequisites Familiar Master Dedication

You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 170) is two lower than normal.

Player Core 2, page 200.

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Improved Hijack Undead

FEAT 14

archetype 

Prerequisites Clockwork Reanimator Dedication, Hijack Undead

Undead creatures find it all but impossible to resist your commands. When you use Hijack Undead, if the undead fails its save, it becomes your minion for 10 minutes. If it critically fails, it becomes your minion for 24 hours.

OoA3, page 79.

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Improved Invigorating Elixir

FEAT 8

alchemist 

Prerequisites Invigorating elixir

Choose physical invigoration or mental invigoration, and add the listed conditions to those you can choose for an invigorating elixir you create to counteract: Physical Invigoration blinded, deafened, drained, paralyzed, slowed; mental Invigoration confused, controlled, fleeing, frightened, paralyzed, slowed.

Special You can select this feat a second time to choose a different type of invigoration and add its options to those you can choose.

Player Core 2, page 67.

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Improved Knockback

FEAT 12

monk 

Prerequisites master in Athletics

When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in Athletics.

Core Rulebook, page 163.

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Improved Knockback

FEAT 12

monk 

Prerequisites Knockback Strike

When you successfully shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into another creature or obstacle, they both take 1d6 bludgeoning damage per 5 feet of movement that was prevented.

Player Core 2, page 125.

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Improved Knockdown

FEAT 10

fighter 

Prerequisites Knockdown

You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, instead of rolling a check for your Trip attempt, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon's damage die size instead of the regular die size for the damage from a critical Trip.

Core Rulebook, page 151.

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Improved Poison Weapon

FEAT 8

rogue 

Prerequisites Poison Weapon

You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll.

This feat leads to: Deadly Poison Weapon.

Core Rulebook, page 187.

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Improved Poison Weapon

FEAT 8

rogue 

Prerequisites Poison Weapon

You deliver poisons in ways that maximize their harmful effects.

When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage.

You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.

Player Core 1, page 173.

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Improved Reflexive Shield

FEAT 16

fighter 

Prerequisites Reflexive Shield

Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.

Core Rulebook, page 153.

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Improved Reflexive Shield

FEAT 16

fighter 

Prerequisites Reflexive Shield

Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.

Player Core 1, page 150.

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Improved Swift Banishment

FEAT 18

cleric 

Prerequisites Swift Banishment

You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don't have banishment prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment.

Core Rulebook, page 127.

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Improved Swift Banishment

FEAT 18

cleric 

Prerequisites Swift Banishment

You easily banish creatures with your Weapon. You can use Swift Banishment as long as you have a spell slot of 5th rank or higher remaining, even if you don't have banishment prepared. You must sacrifice a prepared spell of 5th rank or higher, and the banishment effect you create is heightened to the rank of that spell. The target takes a –2 circumstance penalty to its save as though you'd paid the extra cost for banishment.

Player Core 1, page 121.

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Improved Twin Riposte

FEAT 14

fighter 

Prerequisites Twin Riposte

Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.

Core Rulebook, page 153.

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Improved Twin Riposte

FEAT 16

ranger 

Prerequisites Twin Riposte

At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte against your hunted prey. You can use this extra reaction even if you are not benefiting from Twin Parry.

Core Rulebook, page 176.

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Improved Twin Riposte

FEAT 14

fighter 

Prerequisites Twin Riposte

Your weapons are a blur, blocking and biting at your foes.

You can use Twin Riposte even if you aren’t benefiting from Twin Parry. At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.

Player Core 1, page 150.

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Improved Twin Riposte

FEAT 16

ranger 

Prerequisites Twin Riposte

At the start of each of your turns, you gain an additional reaction that you can use only to Perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.

Player Core 1, page 162.

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Improvisational Defender

FEAT 1

shoony 

You are always prepared for fights that frequently disrupt seemingly peaceful times. When you use an improvised weapon or a shoddy weapon, you don't take the –2 item penalty to attack rolls.

Extinction Curse #3: Life’s Long Shadows, page 72.

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Improvisational Warrior

FEAT 9

shoony 

Prerequisites Improvisational Defender

When you use an improvised weapon, you apply the critical specialization of a brawling weapon to it.

Depending on the shape and nature of the improvised weapon, your GM might determine another weapon group's critical specialization is more appropriate.

Extinction Curse #3: Life’s Long Shadows, page 73.

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Improvise Admixture [>]

FEAT 2

alchemist concentrate manipulate 

Requirements You have fewer than your maximum number of versatile vials, and you’re either holding or wearing an alchemist’s toolkit.

Once per day. You scrounge together enough ingredients from what’s left in your alchemist’s toolkit to produce a few more versatile vials on depends on the result of your check (up to your maximum).

Critical Success You regain 3 versatile vials.

Success You regain 2 versatile vials.

Failure You regain single gate versatile vial.

Critical Failure You don’t regain any versatile vials.

Player Core 2, page 63.

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Improvise Tool

FEAT 1

general skill 

Prerequisites trained in Crafting

You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.

Advanced Player’s Guide, page 206.

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Improvise Tool

FEAT 1

general skill 

Prerequisites trained in Crafting

You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged uncommon weapons without a Repair toolkit.

If you have the raw materials, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch as if you had their formulas.

Player Core 2.

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Improvised Crafting

FEAT 8

archetype exploration manipulate skill 

Prerequisites Swordmaster Dedication, expert in Crafting

You've learned to repair your equipment even in challenging circumstances, making use of what you have available. You can attempt to Repair an item without a repair kit, instead improvising tools out of your gear or found items. This adds 5 minutes to the time it takes to Repair the item. You can also Repair an item while on the move without needing a stable surface. This adds 10 minutes to the times it takes to Repair the item.

LOPSG, page 52.

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Improvised Critical

FEAT 8

archetype 

Prerequisites Weapon Improviser Dedication

You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.

Advanced Player’s Guide, page 199.

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Improvised Critical

FEAT 8

archetype 

Prerequisites Weapon Improviser Dedication

You can apply critical specialization effects to improvised weapons you wield. For determines which critical specialization effect is most applicable, based on the type of object it is.

Player Core 2, page 221.

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Improvised Pummel [>]

FEAT 4

archetype 

Prerequisites Weapon Improviser Dedication

Requirements You are wielding an improvised weapon.

You make a Strike with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the Strike deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit.

At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the Strike deals three weapon damage dice if it would have dealt fewer, instead of two.

This feat leads to: Shattering Strike.

Advanced Player’s Guide, page 199.

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Improvised Pummel

FEAT 4

archetype gm) 

Prerequisites Weapon Improviser Dedication

When you make a Strike with an improvised weapon you’re wielding, you gain a +1 item bonus to the attack roll, and you can have the Strike deal two weapon damage dice instead of the improvised weapon’s normal number. If the attack is a critical hit, the improvised weapon breaks after the normal effects of a critical hit occur. If the item has a Hardness greater than your level, or if it’s an artifact, cursed item, or other item that’s difficult to break or destroy, it doesn’t break but the attack is a normal hit instead of a critical hit. You can choose not to get any of the effects of Improvised Pummel on a Strike if you don’t want to risk breaking the item. At 12th level, the item bonus increases to +2, and at 16th level, the Strike deals three weapon damage dice instead of the improvised weapon’s normal number.

If you’re benefiting from handwraps of mighty blows, you use the handwraps’ item bonus if it’s higher and can choose to use its number of damage dice. Any property runes from the handwraps also apply if you use the handwraps’ number of weapon damage dice, provided they could apply to the

Player Core 2, page 221.

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Improvised Repair [>>>]

FEAT 3

general 

You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.

Advanced Player’s Guide, page 206.

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Improvised Repair

FEAT 3

general 

You can hastily patch damaged equipment together, but the temporary fix lacks the full care required for lasting repairs. You patch together a broken item possessed by you or an adjacent willing creature. Until the item takes damage again, it still functions as a shoddy item of its type (Player Core 270). If it's a magic item or another item with activations, it can't be activated while patched together, but can be used for normal functions (such as Striking with a Weapon or using Shield Block with a shield). This activity restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.

Player Core 2.

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In Plain Sight

FEAT 4

archetype skill 

Prerequisites Alter Ego Dedication

People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use Deception in place of Stealth when using the Avoid Notice exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks.

Dark Archive, page 127.

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In Tune [>]

FEAT 4

bard concentrate spellshape 

Prerequisites Maestro muse

You attune your great skill in performing to another, granting them a small measure of your skill as though anyone could do it. If your next action is casting a composition spell with an emanation area, its area spreads from a willing ally of your choice within 60 feet instead of you.

If you have Directed Audience, you can have that cone originate from the ally instead.

Player Core 1, page 102.

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Incorporeal Shot [>]

FEAT 16

archetype magical 

Prerequisites Eldritch Archer Dedication

Once per day. You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow or crossbow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance creatures wearing any type of armor. The Strike’s damage can’t be reduced with a Shield Block reaction using a nonmagical shield.

Player Core 2, page 199.

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Incredible Aim [>>]

FEAT 8

concentrate fighter 

By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition.

This feat leads to: Incredible Ricochet.

Core Rulebook, page 149.

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Incredible Aim [>>]

FEAT 8

concentrate fighter 

By spending a moment to focus, you can ensure your attack Strikes true. Make a ranged Weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition.

Player Core 1, page 146.

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Incredible Beastmaster Companion

FEAT 8

archetype 

Prerequisites Mature Beastmaster Companion

Your mature animal companions continue to grow and develop.

They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion.

This feat leads to: Specialized Beastmaster Companion.

Advanced Player’s Guide, page 160.

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Incredible Beastmaster Companion

FEAT 8

archetype 

Prerequisites Mature Beastmaster Companion

Your mature animal companions continue to grow and develop.

Each of them becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion (Player Core 211). You choose nimble or savage individually for each companion, including any companion that becomes mature after you take this feat.

Player Core 2, page 189.

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Incredible Companion

FEAT 8

druid 

Prerequisites Mature Animal Companion

Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.

Core Rulebook, page 137.

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Incredible Companion

FEAT 10

ranger 

Prerequisites Mature Animal Companion

Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.

This feat leads to: Specialized Companion.

Core Rulebook, page 175.

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Incredible Companion

FEAT 8

druid 

Prerequisites Animal Companion

Your Animal Companion grows with you, becoming a nimble or savage companion. During your daily preparations, decide whether your companion is nimble or savage. This choice can't be changed until your next daily preparations.

• nimble Your companion gains a +4 status bonus to Acrobatics checks, can Step 10 feet at a time, and gains an additional reaction each round that can be used only to take the Support action.

• savage Your companion gains a +2 status bonus to attack rolls, the damage die for its Strike increases by one Step, and it gains an additional reaction each round that can be used only to make a Strike.

Player Core 1, page 131.

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Incredible Companion

FEAT 10

ranger 

Prerequisites Mature Animal Companion

Your Animal Companion continues to grow and develop. It becomes a nimble or savage Animal Companion (your choice), gaining additional capabilities determined by the type of companion (page 211).

Player Core 1, page 161.

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Incredible Construct Companion

FEAT 8

inventor 

Prerequisites Advanced Construct Companion

Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes. Your construct companion becomes an incredible construct companion.

Guns & Gears, page 28.

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Incredible Familiar

FEAT 8

witch 

Prerequisites Enhanced Familiar

Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.

Special Add the bonus familiar abilities you gain for being a witch to this amount.

Advanced Player’s Guide, page 103.

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Incredible Familiar

FEAT 10

archetype 

Prerequisites Enhanced Familiar

Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.

Advanced Player’s Guide, page 174.

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Incredible Familiar

FEAT 8

thaumaturge 

Prerequisites Enhanced Familiar

By taking the best parts of each magical tradition, you've found a way to grant your familiar even more abilities than other familiars. You can select a base of six familiar or master abilities each day, instead of four.

Dark Archive, page 45.

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Incredible Familiar

FEAT 10

druid 

Prerequisites Enhanced familiar

Your familiar is infused with even more primal energy than other Familiars. You can select six familiar or master abilities each day, instead of two.

Player Core 1, page 133.

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Incredible Familiar

FEAT 8

witch 

Prerequisites Enhanced familiar

Your familiar is imbued with even more magic than other Familiars. You can select a base of six familiar or master abilities each day, instead of four.

Special Add the bonus familiar abilities you gain for being a witch to this amount.

Player Core 1, page 188.

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Incredible Familiar

FEAT 10

archetype 

Prerequisites Enhanced Familiar

Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.

Player Core 2, page 200.

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Incredible Ferocity

FEAT 13

orc 

Prerequisites Orc Ferocity

Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.

Core Rulebook, page 59.

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Incredible Ferocity

FEAT 13

orc 

Prerequisites Orc Ferocity

Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.

Player Core 1.

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Incredible Improvisation [F]

FEAT 9

human 

Prerequisites Clever Improviser

Frequency once per day

Trigger You attempt a check using a skill you're untrained in.

A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.

Core Rulebook, page 57.

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Incredible Initiative

FEAT 1

general 

You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Core Rulebook, page 262.

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