18 feats, from No! No! I Created You! to Numb to Death.
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No! No! I Created You! · No!!! · Noble Resolve · Nocturnal Charm · Nocturnal Grippli · Nocturnal Kindred · Nocturnal Sense · Nocturnal Senses · None Shall Know · Nonlethal Spell · Nonlethal Spell · Nonlethal Takedown · Nothing But Fluff · Nourishing Gate · Nudge The Scales · Numb · Numb To Death · Numb to Death
FEAT 1
Prerequisites construct companion
Frequency once per minute
Trigger Your construct companion would become confused or controlled.
You appeal to your construct companion's bond with its creator to have it break free of a controlling effect. Attempt to counteract the effect that confused or controlled your construct companion, using your Crafting modifier for the counteract check and half your level rounded up for the counteract level.
Guns & Gears, page 25.
FEAT 12
Trigger A non-minion ally within 60 feet is reduced to 0 Hit Points.
The shock of seeing your ally near death breaks whatever limits exist in your mind, sending your power spilling forth. If your psyche is currently unleashed, you can immediately use a psyche action that takes 1 action or less to use. If your psyche is not currently unleashed, you Unleash your Psyche, which remains unleashed until the end of your next turn. You can ignore Unleash Psyche's requirement of needing to have Cast a Spell on your previous turn, but you still can't Unleash your Psyche if you're stupefied or for 2 rounds after your psyche subsides.
Dark Archive, page 28.
Noble Resolve
FEAT 5
Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the mental trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use.
LOIL, page 31.
Nocturnal Charm
FEAT 1
The supernatural charm of your vampiric progenitor hangs about you, and you've learned to use it on mortals. Against humanoids (or other creatures of your type, if you're not a humanoid), you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression.
LOAG, page 27.
Nocturnal Grippli
FEAT 1
You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.
LOME, page 121.
Nocturnal Kindred
FEAT 4
Prerequisites Vampire Dedication, trained in Nature
You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.
Once per day, you can cast animal allies (Secrets of Magic 89) as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level animal allies when you are 19th level.
Book of the Dead, page 58.
Nocturnal Sense
FEAT 6
Prerequisites Acute Scent, or precise or imprecise scent and low-light vision
Your senses gain even greater clarity. While raging, you gain darkvision if you don't already have it, and the range of your imprecise scent increases to 60 feet.
Advanced Player’s Guide, page 110.
Nocturnal Senses
FEAT 6
Prerequisites low-light vision or scent
Your senses gain even Greater clarity. While raging, if you have low-light vision you gain darkvision, and if you have scent the range of your imprecise scent increases to 60 feet.
Player Core 2, page 80.
None Shall Know
FEAT 13
Even magical means have a hard time prying information from you. You gain nondetection as an innate occult spell once per day, which can only be cast on yourself and is automatically heightened to half your level rounded up.
LOME, page 126.
FEAT 2
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn't have the death or negative trait, that spell gains the nonlethal trait.
Advanced Player’s Guide, page 142.
FEAT 2
You can alter offensive single spell to be less deadly. If your next action is to Cast a Spell that deals damage and doesn’t have the death or void trait, that spell gains the nonlethal trait (page 407).
Player Core 1, page 201.
Nonlethal Takedown
FEAT 4
Prerequisites Sitreiku Sentry Dedication
You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead. You don't take the normal –2 circumstance penalty when attacking nonlethally with a weapon that lacks the nonlethal trait.
LOKL, page 79.
Nothing But Fluff
FEAT 5
Prerequisites stuffed poppet heritage
Your fluffy interior lacks specific organs and struts, with few weak spots to injure. You gain resistance to precision damage equal to half your level.
LOTGB, page 64.
Nourishing Gate
FEAT 14
You can sustain yourself on a single drop of elemental dew or the slightest spark from the Plane of Fire. You gain a +2 status bonus to saving throws against poisons, sleep, and effects that would make you paralyzed. You don't need to breathe, eat, or sleep, though you must still take a full night's rest every 24 hours to be able to make your daily preparations. During this time, you remain awake and alert, but you must spend the time meditating or attuning to your kinetic gate rather than engaging in other complex activities. Each kineticist attunes in their own individual way.
Rage of Elements, page 23.
FEAT 1
You lay a finger on the scales of life and death to heal a creature, regardless of whether it’s living or undead. You restore Hit Points equal to 2 + double your level to one creature within 30 feet.
In addition, you can mediate during your daily preparations to place yourself on one side of the scales. Choose life or death.
If you align yourself with life, you are healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, causing you to be healed by void effects that restore Hit Points and any other effects that restore Hit Points to undead creatures.
Player Core 2, page 138.
Numb
FEAT 6
Prerequisites Zombie Dedication
As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against emotion and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an emotion or pain effect, you get a critical success instead.
Book of the Dead, page 61.
Numb To Death
FEAT 7
Prerequisites Diehard, you have died at least once
Frequency once per day
Your past has left you numb to death's call. The first time each day that you regain Hit Points while you are dying, you regain additional Hit Points equal to your level, and you neither gain the wounded condition nor increase the value of this condition.
LOGM, page 105.
Numb to Death
FEAT 7
Prerequisites Diehard, you have died at least once
Your past has left you numb to death's call. The first time each day that you regain Hit Points while you are dying, you gain a circumstance bonus to the number of Hit Points you regain equal to your level, and you neither gain the wounded condition nor increase the value of this condition.
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