13 feats, from Quickened Casting to Quivering Palm.
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Quickened Casting · Quickened Casting · Quickened Casting · Quickened Casting · Quickened Casting · Quickened Casting · Quickened Casting · Quickened Casting · Quicksoul · Quiet Allies · Quiet Allies · Quill Spray · Quivering Palm
FEAT 10
Frequency once per day
If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Core Rulebook, page 102.
FEAT 10
Frequency once per day
In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Core Rulebook, page 201.
FEAT 10
Frequency once per day
In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower than the highest level wizard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Core Rulebook, page 211.
Quickened Casting
FEAT 10
Once per day. If your next action is to Cast a bard cantrip or a bard spell that is at least 2 ranks lower than the highest-rank bard spell slot you have, reduce the number of skill action to Cast it by single gate (minimum single gate action).
Player Core 1, page 104.
FEAT 10
Once per day, you accelerate your spellcasting. If your next action is to Cast a witch cantrip or a witch spell that is at least 2 ranks lower than the highest-rank witch spell slot you have, reduce the number of skill action to Cast it by single gate (minimum single gate action).
Player Core 1, page 189.
FEAT 10
Once per day. Straining your mind, you collapse as much of your spell’s formulas as you can, resulting in a shorter but much more complex incantation. If your next action is to Cast a wizard cantrip or a wizard spell that is at least 2 ranks lower than the highest-rank wizard spell slot you have, reduce the number of skill action to Cast it by single gate (minimum single gate action).
Player Core 1, page 203.
FEAT 10
Once per day. If your next action is to Cast an curse cantrip or an curse spell that is at least 2 ranks lower than your highest-rank curse spell slot, reduce the number of skill action to Cast it by single gate (minimum single gate action).
Player Core 2, page 141.
FEAT 10
Once per day. You Cast a Spell more efficiently. If your next action is to Cast a sorcerer cantrip or a sorcerer spell that’s at least 2 ranks lower than the highest-rank sorcerer spell slot you have, reduce the number of skill action to Cast it by single gate (minimum single gate action).
Player Core 2, page 155.
Quicksoul
FEAT 1
The elemental metal in your bloodline literally courses through your veins in the form of liquid metals like mercury, rubidium, gallium, and djezet, giving your actions a languid fluidity. 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. As these metals are largely toxic to organic life, you also gain the Toxic Touch action.
Rage of Elements, page 52.
Quiet Allies
FEAT 2
Prerequisites expert in Stealth
You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls.
Core Rulebook, page 265.
Quiet Allies
FEAT 2
Prerequisites expert in Stealth
You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single gate Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls.
FEAT 9
Prerequisites quillcoat shisk or quill unarmed attack
Frequency once per day
You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing 5d8 piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 persistent bleed damage. At 11th level and every even level thereafter, the piercing damage increases by 1d8 and the persistent bleed damage increases by 1.
LOME, page 126.
Quivering Palm
FEAT 16
Prerequisites ki spells
Your strikes can kill foes. You gain the quivering palm ki spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 165.
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