60 feats, from Metamagic Channel to Moment Of Clarity.
Metamagic Channel · Metamagic Mastery · Metamagic Mastery · Metamagic Mastery · Meteoric Spellstrike · Methodical Debilitations · Methodical Debilitations · Miakroun · Mighty Bear · Mighty Bear · Mighty Bulwark · Mighty Bulwark · Mighty Dragon Shape · Mighty Wings · Mimic Protections · Mind over Matter · Mind Projectiles · Mind Shards · Mind Smith Dedication · Mindblank Mutagen · Miniaturize · Minion Guise · Minion Guise · Minor Magic · Minor Omen · Miracle Worker · Miracle Worker · Miraculous Flight · Miraculous Intervention · Miraculous Possibility · Miraculous Possibility · Miraculous Repair · Miraculous Spell · Miresoul · Mirror Refuge · Mirror Shield · Mirror Shield · Mirror-Risen · Mischievous Tail · Mist Child · Mist Escape · Mist Strider · Mistaken Identity · Mivi's Escape · Mivi's Fourberie · Mixed Maneuver · Mixed Maneuver · Mobile Finisher · Mobile Finisher · Mobile Magical Combat · Mobile Shot Stance · Mobile Shot Stance · Mobility · Mobility · Moderate Enhance Venom · Modular Dynamo · Moldersoul · Molten Wire · Molten Wit · Moment Of Clarity
FEAT 20
Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.
Core Rulebook, page 127.
Metamagic Mastery
FEAT 20
Altering your spells doesn't take any longer than casting them normally. You can use metamagic single actions as free actions.
Core Rulebook, page 201.
Metamagic Mastery
FEAT 20
Altering your spells doesn't take any longer than casting them normally. You can use metamagic single actions as free actions.
Core Rulebook, page 213.
Metamagic Mastery
FEAT 18
Once per round. You've mastered your metamagic techniques, allowing you to use them more easily. You use a metamagic action that normally takes single gate action to Perform. This action must be one that you can Perform and must be used as part of Casting a Spell.
Player Core 1, page 134.
FEAT 10
Prerequisites Spellstrike, starlit span hybrid study
Requirements You're wielding a ranged or thrown weapon, or have a ranged unarmed attack.
A trail of energy flows from your target back to you. Make a Spellstrike with a ranged weapon or ranged unarmed attack against a target within the ranged weapon or unarmed attack's first range increment. The spell you cast for the Spellstrike can't be a cantrip or focus spell. Each creature in a line between you and the target, excluding you and the targer, takes damage equal to double the spell's level.
Determine the damage type as described in Arcane Cascade.
Secrets of Magic, page 47.
Methodical Debilitations
FEAT 10
Prerequisites mastermind racket, Debilitating Strike
You strategically craft your debilitations to lessen or negate an enemy's tactical advantages. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Advanced Player’s Guide, page 136.
Methodical Debilitations
FEAT 10
Prerequisites mastermind racket, Debilitating Strike
You strategically Craft your debilitations to lessen or negate an enemy’s tactical advantages. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
• Debilitation The target can’t flank or contribute to allies’ flanking.
• Debilitation The target doesn’t gain a circumstance bonus cover or Taking Cover.
Player Core 1, page 175.
Miakroun
FEAT 1
The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Impressive Performance skill feat.
LOAG, page 107.
Mighty Bear
FEAT 12
Prerequisites Animal Companion, your Animal Companion is a bear
Your bear companion has grown to be especially large and powerful. Your bear companion becomes huge, its maximum Hit Points increase by 20, and its Strikes' damage dice increase by one Step.
Player Core 1, page 133.
Mighty Bear
FEAT 18
Prerequisites Great Bear
The power of the bear within you can expand your physical presence even further. The enlarge spell you cast with your Great Bear feat is heightened to 4th level.
Treasure Vault, page 184.
Mighty Bulwark
FEAT 10
Prerequisites Sentinel Dedication
Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.
Advanced Player’s Guide, page 191.
Mighty Bulwark
FEAT 10
Prerequisites Sentinel Dedication
Thanks to the incredible connection you have forged with your armor, you can use it to shrug off an extensive array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.
Player Core 2, page 215.
Mighty Dragon Shape
FEAT 18
Prerequisites Shape of the Dragon (or Shape of the Cloud Dragon)
You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use Shape of the Dragon once per hour instead of once per day.
Advanced Player’s Guide, page 169.
Mighty Wings
FEAT 18
Prerequisites Dragon Disciple Dedication, dragon wings sorcerer bloodline spell
Your dragon wings are now a permanent part of your body, giving you a fly Speed equal to your Speed. If you spend 1 Focus Point to cast dragon wings, your fly Speed increases to 90 feet for the duration, unless your Speed is faster, and you gain the effects of dragon claws for the duration. Geimiax Dragon Disciple
Mimic Protections
FEAT 20
By adopting resonant reflections, you have learned to copy the abilities of other creatures as well. When you use Hunt Prey on a foe within 100 feet, you gain resistance 10 to all damage types that target has resistance or immunity to for as long as the foe remains within 100 feet.
Mind over Matter
FEAT 20
Your mind's limits are only what you imagine them to be. You gain an additional 10th-level spell slot.
Dark Archive, page 29.
Mind Projectiles
FEAT 8
Prerequisites Mind Smith Dedication
You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon Strikes; these are ranged Strikes with a maximum range of 30 feet that deal 1d6 damage of the same type as your mind weapon. Your ranged mind weapon Strike gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon.
For example, if your weapon had +1, striking, and spell storing runes, you would get a +1 item bonus to hit with your ranged mind weapon Strike, and it would deal the additional damage from the striking rune, but it wouldn't be able to unleash a spell from the spell storing rune, as that rune can be etched onto only melee weapons.
Dark Archive, page 205.
FEAT 6
Prerequisites Mind Smith Dedication
With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind.
You concentrate and unleash a 15-foot cone that deals 3d6 mental damage to all creatures in the area, with a basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by 1d6 at level 7 and every two levels thereafter.
Dark Archive, page 205.
Mind Smith Dedication
FEAT 2
You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics:
Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake.
Special You can't select another dedication feat until you have gained two other feats from the mind smith archetype.
This feat leads to: Malleable Movement, Ghost Blade, Just the Tool, Mental Forge, Malleable Mental Forge, Mind Shards, Mind Projectiles, Runic Mind Smithing, Advanced Runic Mind-Smithing, and Metallic Envisionment.
Dark Archive, page 204.
Mindblank Mutagen
FEAT 18
With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you're affected by a serene mutagen, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you.
Core Rulebook, page 81.
Miniaturize
FEAT 8
Prerequisites Shrink Down
Your eidolon can shrink even further. When using Shrink Down, your eidolon can reduce its size to Tiny.
Secrets of Magic, page 71.
Minion Guise
FEAT 4
Prerequisites animal companion or familiar, expert in Deception, Vigilante Dedication
When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.
Advanced Player’s Guide, page 196.
Minion Guise
FEAT 4
Prerequisites Vigilante Dedication, animal companion or familiar, expert in Deception
When you are in your social identity, you can also grant a social identity to an animal companion, familiar, pet, or other minion you gained from a class feature or feat. When changing to your social identity, you also change your minion’s appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.
Player Core 2, page 219.
Minor Magic
FEAT 2
You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. You gain the Cast a Spell activity. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips.
Core Rulebook, page 184.
FEAT 8
Prerequisites Thiavrunaed Skysage Dedication
Frequency once per day
Trigger You fail a Reflex save.
Requirements You can see the night sky.
The stars warn you of danger in the nick of time. Reroll the failed save and use the new result.
Gatewalkers #1: The Seventh Arch, page 82.
Miracle Worker
FEAT 18
Frequency once every minute
Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.
Core Rulebook, page 81.
Miracle Worker
FEAT 18
Once every 10 minutes. Your alchemical mastery can resuscitate the recently slain.
You can administer a major or true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with single gate Hit Point and becomes wounded 1.
Player Core 2, page 69.
Miraculous Flight
FEAT 18
Prerequisites Vehicle Mechanic Dedication
With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle).
Guns & Gears, page 57.
FEAT 12
Access Kaetiarn have access to this feat.
Trigger An adjacent fiend or undead begins to use a reaction.
Through divine intervention or whispered prayers, you foil an enemy's response.
If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll or spell attack roll against its AC (your choice). On a success, you disrupt the reaction.
LOKL, page 85.
Miraculous Possibility
FEAT 18
Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it.
Advanced Player’s Guide, page 123.
Miraculous Possibility
FEAT 18
Your deity empowers you to Perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 ranks lower than the slot you designate. The spell acts in all ways as a spell of 2 ranks lower. You don't have any particular spell prepared in that slot until you Cast it.
Player Core 1, page 121.
FEAT 9
Frequency once per day
Geniekin can't grant magical wishes, but some echo of power lingers within you. Faced with a mechanism that is damaged but not destroyed, you can wish it back into a functional state for a period of 10 minutes. The object must be mundane and no larger than 5 Bulk, such as a disabled locking mechanism in a door. For 10 minutes, the object functions as it should, ignoring any damage to its mechanism.
This doesn't grant you any knowledge of what a device might do or how it ought to function. Once the 10 minutes are up, the object falls back into disrepair and is temporarily immune to Miraculous Repair for 1 day
LOIL, page 31.
Miraculous Spell
FEAT 18
You can Cast more of the most powerful druid magic. You gain an additional 9th-rank spell slot.
Player Core 1, page 134.
Miresoul
FEAT 1
You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond. Your body's mudlike quality makes it easy for you to compress and squeeze yourself through smaller areas. You gain the trained proficiency rank in Acrobatics. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Quick Squeeze skill feat.
LOAG, page 107.
FEAT 9
Prerequisites Mirror-Risen
Frequency once per day
Requirements You're within 5 feet of a mirrored surface.
Your origin in the space behind mirrors enables you to use a mirror as a hideaway, like the spell meld into stone. You meld into an adjacent mirror. You can hear but not see outside this space, and creatures outside can't see or hear you. You can cast spells while within the mirror, but no effects can cross the mirror. Your Mirror Refuge lasts for 10 minutes unless the mirror is broken, which expels you and deals 10d6 damage to you. You can Dismiss the effect. You appear in a space adjacent to the mirror when the effect ends.
Dark Archive, page 121.
FEAT 10
Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.
Requirements You have a shield raised.
You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
This feat leads to: Reflecting Riposte.
Core Rulebook, page 151.
FEAT 10
Trigger An opponent Casting a Spell that targets you critically
Requirements You have a shield raised.
You reflect the spell back against its caster. Make a ranged attack against the attacker using your highest proficiency with a ranged Weapon. If you can cast single spell, you can choose to make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
Player Core 1, page 148.
Mirror-Risen
FEAT 1
You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror's Trickery reaction.
This feat leads to: Reflective Pocket and Mirror Refuge.
Dark Archive, page 120.
Mischievous Tail
FEAT 13
Prerequisites Skillful Tail
Your tail can bedevil your foes. You can Disarm and Trip creatures with your tail, even if you don't have a free hand. All restrictions of Skillful Tail otherwise continue to apply. If you have Smashing Tail, your tail unarmed attack gains the disarm and trip traits.
LOAG, page 98.
Mist Child
FEAT 5
You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you're concealed or 12 if you're hidden.
Advanced Player’s Guide, page 31.
FEAT 14
Prerequisites Coffin Bound, Turn to Mist
Trigger You are reduced to 0 HP.
As you fall, your body reacts to defend itself. You Turn to Mist. This doesn't expend a use of Turn to Mist, and you can use Mist Escape even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, unconscious, if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first.
Book of the Dead, page 59.
Mist Strider
FEAT 13
Prerequisites Water Strider
You condense the moisture in the air, solidifying it so it can hold your weight.
When you use Water Strider, you can walk on air. You can ascend and descend at a maximum of a 45-degree angle. You still fall at the end of your movement if you don't end on a surface that can support you, as normal for Water Strider.
LOAG, page 16.
FEAT 5
Frequency once per minute
Trigger You're about to attempt a saving throw against a mental effect.
You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects. Roll the saving throw twice, and take the higher result. However, subsuming your identity is disturbing, and you're frightened 1.
Dark Archive, page 120.
FEAT 4
Prerequisites expert in Stealth
Requirements You have a deck of playing cards in your possession.
A good getaway requires a good distraction. You Interact to draw a deck of cards and flip it in a fluttering explosion, causing you to become briefly hidden to all other creatures using vision as their precise sense, and then you Sneak. You have enough cover to Sneak until the end of your turn. This leaves all of the cards from the deck scattered about the room; collecting them into a deck again takes several minutes.
LOPSG, page 119.
FEAT 2
Stella Mivi has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic.
When you enter this stance, choose whether to treat playing cards in your possession as daggers or darts; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed.
A character who has this feat can enchant a single deck of playing cards as a magic weapon, etching fundamental and property runes directly onto the deck of cards.
LOPSG, page 119.
FEAT 8
Prerequisites master in Athletics
You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don't apply the multiple attack penalty until after resolving both attacks.
Core Rulebook, page 163.
FEAT 8
Prerequisite master in Athletics You leverage your Knowledge of martial arts to mix different maneuvers together into a single gate flowing combination.
Choose any two of grapple, Reposition, shove, and trip.
Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks.
Player Core 2, page 123.
FEAT 12
You attack in motion. Stride and then Strike. You can use Mobile Finisher while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Advanced Player’s Guide, page 92.
FEAT 12
You attack in motion. Stride and then Strike. You can use Mobile Finisher while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Player Core 2, page 168.
FEAT 16
Prerequisites Kostou Dedication
Requirements You're wielding a melee weapon and have Cast a Spell requiring at least 1 action this turn.
You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon. Stride once. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Mobile Magical Combat while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
LOPSG, page 49.
FEAT 8
Your shots become nimble and deadly. While you're in this stance, your ranged Strikes don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have Attack of Opportunity, you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so.
Core Rulebook, page 149.
FEAT 8
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Reactive Strike or other reactions that are triggered by a ranged attack.
Special If you have Reactive Strike, you can use it with a loaded ranged Weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
Player Core 1, page 146.
Mobility
FEAT 2
You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Core Rulebook, page 184.
Mobility
FEAT 2
You move without leaving an opening. When you Stride and move half your Speed or less, that movement does not trigger reactions.
You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Player Core 1, page 171.
Moderate Enhance Venom
FEAT 9
Prerequisites Lesser Enhance Venom
You upgrade the tegoux venom you can apply with Envenom to moderate tegoux venom. Envenom's frequency becomes once per 10 minutes.
Moderate Tegoux Venom Level 9 Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage (1 round); Stage 2 4d6 poison damage (1 round); Stage 3 5d6 poison damage (1 round)
LOIL, page 62.
Modular Dynamo
FEAT 4
Prerequisites Sterling Dynamo Dedication
Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the modular trait (page 150), as well as one of the following configurations of your choice: power driver (1d6 bludgeoning damage; shove), percussive striker (1d4 bludgeoning damage; agile, finesse), rotating sickle (1d6 slashing damage; trip), or entangling barbs (1d6 piercing damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton (1d4 bludgeoning damage; finesse, reach), which has the damage increase already factored in.
When you use an Interact action to switch configurations using the modular trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo.
Special You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an Interact action with the modular trait.
Guns & Gears, page 53.
Moldersoul
FEAT 1
Your connection to elemental wood asserts itself in the form of decay, like forgotten logs left to rot and the char that remains after a forest fire, cycles of devastation clearing away what was to make room for the next generation of life. You gain the Decompose action.
Rage of Elements, page 48.
FEAT 6
Spinning molten iron through a vortex of fire, you trap your foe in searing wires. Make an impulse attack roll against a creature within 15 feet. On a success, the target takes 2d6 slashing damage and is wrapped in molten wire for 1 minute.
It is clumsy 1 and takes 2d4 fire damage at the start of each of its turns, with a basic Reflex save. The wire's Escape DC is your class DC. The wire has AC 10 and 75 HP. The impulse ends if the creature Escapes or the wire is destroyed.
Level (+4) The slashing damage increases by 1d6, the fire damage increases by 1d4, and the wire's HP increases by 25.
Rage of Elements, page 37.
Molten Wit
FEAT 1
Your elemental soul has sparked not just your body but also your mind. You either become trained in Deception and gain the Charming Liar skill feat, or you become trained in Diplomacy and gain the Group Impression skill feat. If you're already trained in one of these skills, you must take the other and can choose from either skill feat. If you're trained in both skills, you become trained in a different skill of your choice instead and can choose from either skill feat.
LOIL, page 30.
FEAT 1
You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don't have the rage trait.
Core Rulebook, page 88.