60 feats, from Razor Claws to Reclaimant Plea.
Razor Claws · Razzle-dazzle · Razzle-Dazzle · Reach Beyond · Reach For The Sky · Reach For The Stars · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reach Spell · Reactive Charm · Reactive Dismissal · Reactive Distraction · Reactive Distraction · Reactive Interference · Reactive Interference · Reactive Pursuit · Reactive Pursuit · Reactive Shield · Reactive Shield · Reactive Strike · Reactive Strike · Reactive Strike · Reactive Striker · Reactive Transformation · Reactive Transformation · Read Disaster · Read Disaster · Read Lips · Read Lips · Read Psychometric Resonance · Read Shibboleths · Read Shibboleths · Read The Land · Read the Roots · Read The Stars · Reanimating Spark · Reanimator Dedication · Reaper Of Repose · Reason Rapidly · Reason Rapidly · Reassuring Presence · Rebirth in Living Stone · Rebounding Assault · Rebounding Smite · Rebounding Toss · Rebounding Toss · Reckless Abandon · Reckless Abandon · Reclaim Spell · Reclaimant Plea
Razor Claws
FEAT 1
Your have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.
LOCG, page 58.
FEAT 1
Frequency once per hour
Trigger You blind or dazzle a creature.
You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.
Advanced Player’s Guide, page 44.
Razzle-Dazzle
FEAT 1
Trigger You blind or dazzle a creature.
You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by single gate round.
Reach Beyond
FEAT 4
Prerequisites Ghost Eater Dedication
You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee Strikes against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is hidden, requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the concentrate trait, to focus on a creature inside of a solid object. If you do, the next melee Strike you make this turn requires you to succeed at only a DC 6 flat check to affect the creature.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 79.
FEAT 12
Prerequisites Pistol Phenom Dedication
Requirements You're wielding a loaded firearm.
You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.
Guns & Gears, page 137.
Reach For The Stars
FEAT 18
Prerequisites Black Powder Boost
The sky's the limit, as long as you've got enough black powder.
When you use Black Powder Boost, you can expend additional black powder or ammunition to boost yourself farther. For each dose of black powder or piece of firearm ammunition you spend in addition to your shot, you add another 10 feet to the height or distance of your Leap, to a maximum of 5 boosts (a +50-foot status bonus). You must be wearing a dose of black powder or piece of ammunition, or have it in hand, to detonate it for a boost.
You can choose at which points in your Leap you detonate each boost, allowing you to change direction each time. You must then move in a straight line until you boost again or end your Leap.
Guns & Gears, page 119.
FEAT 1
You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Advanced Player’s Guide, page 79.
FEAT 1
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Advanced Player’s Guide, page 101.
FEAT 1
You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Core Rulebook, page 99.
FEAT 1
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Core Rulebook, page 122.
FEAT 1
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Core Rulebook, page 134.
FEAT 1
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Core Rulebook, page 198.
FEAT 1
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Core Rulebook, page 210.
FEAT 1
You can extend your single spell' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Player Core 1, page 114.
FEAT 1
You can extend the range of your single spell. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, you extend its range to 30 feet.
Player Core 1, page 127.
FEAT 1
You can extend the range of your single spell. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Player Core 1, page 186.
FEAT 1
You can extend the range of your single spell. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Player Core 1, page 201.
FEAT 1
You can extend your single spell’ ranges. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Player Core 2, page 138.
FEAT 1
You can extend the range of your single spell. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Player Core 2, page 152.
FEAT 10
Prerequisites Captivator Dedication
Frequency once per day
Trigger You are the target of a spell or attack.
You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes friendly to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area.
LOTGB, page 121.
FEAT 4
Trigger Your eidolon would take damage.
You abruptly dismiss your eidolon to reduce the damage it takes, though this makes summoning it again more difficult.
Reduce the triggering damage to your eidolon by double your level, and your eidolon unmanifests. You can't Manifest your Eidolon again until after the end of your next turn.
Secrets of Magic, page 69.
FEAT 20
Prerequisites legendary in Deception, Perfect Distraction
Trigger You would be hit by an attack or targeted by an effect, or you are within an effect's area.
Requirements You have Perfect Distraction ready to use.
You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn't move you out of the area, both you and the decoy are targeted by the effect.
Core Rulebook, page 189.
FEAT 20
Prerequisites legendary in Deception, Perfect Distraction
Trigger You would be hit by an attack or targeted by an effect,
Requirements You have Perfect Distraction Ready to use or you are within an effect’s area.
You reactively switch with your decoy to foil your foe. You use Perfect Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or Greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect.
Player Core 1, page 177.
FEAT 12
Trigger An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively 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 against its AC. On a success, you disrupt the reaction.
Core Rulebook, page 187.
FEAT 12
Trigger An adjacent enemy begins to use a reaction.
Grabbing a sleeve, swiping with your Weapon, or creating another obstruction, you reflexively 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 against
Player Core 1, page 176.
FEAT 4
Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.
You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Core Rulebook, page 185.
FEAT 4
Trigger An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.
You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy.
You can use Reactive Pursuit to Burrowing, Climbing, fly, or Swim instead of Stride if you have the corresponding movement type.
Player Core 1, page 172.
FEAT 1
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.
Core Rulebook, page 145.
FEAT 1
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the shield raised action and gain your shield’s bonus triggering attack.
Player Core 1, page 140.
FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Player Core 2, page 80.
FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Player Core 2, page 96.
FEAT 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action.
This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Player Core 2, page 166.
Reactive Striker
FEAT 4
Prerequisites Fighter Dedication
You gain the Reactive Strike reaction, found on page 138.
Player Core 1, page 219.
FEAT 14
Prerequisites Wild Shape; Dragon Shape, Elemental Shape,
Trigger varies
You transform reflexively when in danger. You cast wild shape to transform into one form granted by one of the prerequisite feats you have, depending on the trigger.
Your form's resistances and weaknesses apply against the triggering damage.
Advanced Player’s Guide, page 125.
FEAT 14
Prerequisites Untamed Form; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape
You transform reflexively when in danger. You Cast Untamed Form to transform into one shape granted by one of the prerequisite wizard you have, depending on the trigger. Your shape's resistances and weaknesses apply against the triggering damage.
• Trigger You fall 10 feet or more; Effect Choose a shape from aerial form.
• Trigger You take acid, cold, electricity, fire, or poison damage; Effect Choose a shape from dragon form that resists the triggering damage.
• Trigger You take fire damage; Effect Choose a fire elemental shape from elemental form.
• Trigger You take poison damage; Effect Choose a shape from plant form.
Player Core 1, page 134.
Read Disaster
FEAT 8
You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of augury, except you learn only about the dangers ahead; any results of "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in Religion, you take only 1 minute to Read Disaster.
Advanced Player’s Guide, page 80.
Read Disaster
FEAT 8
You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of augury, except you learn only about the dangers ahead; any results of “good” are instead “nothing,” and results of “mixed” are instead “bad.” If you are legendary in Religion, you take only single gate minute to Read Disaster.
Player Core 2, page 141.
Read Lips
FEAT 1
Prerequisites trained in Society
You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know.
If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.
Core Rulebook, page 265.
Read Lips
FEAT 1
Prerequisites trained in Society
You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips.
Read Psychometric Resonance
FEAT 1
Prerequisites trained in Occultism
With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to Detect Magic in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action.
Dark Archive, page 78.
Read Shibboleths
FEAT 7
Prerequisites Linguist Dedication, master in Society
All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success.
Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.
Advanced Player’s Guide, page 178.
Read Shibboleths
FEAT 7
Prerequisites Linguist Dedication, master in Society
All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they secretly attempt a Deception, Society, or appropriate Lore check against your their assumed identity on a success.
Once you’ve gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.
Player Core 2, page 203.
Read The Land
FEAT 12
Prerequisites Geomancer Dedication, master in Nature
You've learned how to commune with the land to learn information. You learn the commune with nature ritual if you didn't know it already.
You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster.
Secrets of Magic, page 213.
FEAT 5
Requirements You are standing on the ground, and there are plants rooted in the ground within 100 feet of you.
The root systems of trees are a far-reaching network of information, and you know how to access them and extract their secrets. You Seek within 30 feet using tremorsense, an imprecise sense, instead of one of your own senses. You can also detect subjects touching or burrowing through the surface you are standing on in this way.
Rage of Elements, page 48.
Read The Stars
FEAT 9
Prerequisites trained in Astrology Lore or Occultism
You're incredibly skilled in kibrebos astrology, and you can gain useful (if cryptic) hints from the stars' alignment. Once per night, if you can clearly see the stars, you can spend 1 hour reading the heavens to see how they relate to a particular goal, event, or activity that will occur within 1 week. The GM rolls a secret check, either a DC 28 Astrology Lore check or a DC 32 Occultism check. On a success, you learn a cryptic clue or piece of advice that could help with the chosen event, and on a critical failure, you learn a misleading cryptic clue or piece of advice.
LOAG, page 48.
Reanimating Spark
FEAT 13
Frequency once per day
Trigger You have the dying condition and are about to attempt a recovery check.
The magic that animates you strains to keep you alive.
You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way.
LOTGB, page 65.
Reanimator Dedication
FEAT 2
Prerequisites able to cast animate dead with a spell slot
You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with animate dead in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an animate dead spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead.
Special You can't select another dedication feat until you have gained two other feats from the reanimator archetype.
This feat leads to: Deathly Secrets, Greater Deathly Secrets, Master of the Dead, Macabre Virtuoso, and Bonds of Death.
Book of the Dead, page 34.
Reaper Of Repose
FEAT 12
Prerequisites Knight Reclaimant Dedication, master proficiency in a weapon
Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack.
LOCG, page 95.
FEAT 12
Your mind works through clues at an unbelievable speed. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.
Advanced Player’s Guide, page 64.
FEAT 12
Your mind works through clues at an unbelievable speed. You instantly use up to five Knowledge skill action. If you have any special abilities or free skill action that would normally be triggered when you Knowledge, you can’t use them for these skill action.
Player Core 2, page 111.
FEAT 1
Trigger An ally within 30 feet gains the frightened condition.
You serve as an anchor to your close companions, calming them in times of stress.
Decrease the value of the triggering ally's frightened condition by 1. The ally is then temporarily immune to your Reassuring Presence for 1 hour.
LOME, page 106.
FEAT 18
Rock overflows from within you to consume your form before cracking open to reveal your body transformed into living stone.
You gain 40 temporary Hit Points. You're immune to critical hits and precision damage. You can't be pushed, pulled, or tripped while you're standing on earth or stone. Your earth Elemental Blasts deal an additional 1d10 damage of their normal type.
These benefits last until the end of your next turn, but you can Sustain them up to 1 minute. After you gain temporary Hit Points from this impulse, you can't do so again for 10 minutes.
Level (20th) You gain 50 temporary Hit Points.
Rage of Elements, page 27.
FEAT 10
Requirements You're wielding a loaded firearm or loaded crossbow in one hand and a bludgeoning or slashing melee weapon in the other.
You hurl your melee weapon at an opponent, then fire a bullet into the weapon's hilt, making it deal additional damage and bounce back to your grasp. Make a thrown ranged Strike with the melee weapon, then a ranged Strike with your firearm.
Both Strikes use the same multiple attack penalty. If the melee weapon doesn't already have the thrown trait, it gains the thrown <10 feet> trait during a Rebounding Assault.
If both attacks are successful, the bolt or bullet hits the thrown melee weapon instead of your target, adding its force into one attack. Combine the damage from both Strikes, using the thrown weapon's damage type, and add an additional 1d6 precision damage.
The impact sends the melee weapon rebounding off the target and back to your hand.
In any circumstance other than both attacks hitting, carry out the individual Strikes normally. The thrown weapon doesn't rebound and remains in the target's space as normal for thrown weapons.
Guns & Gears, page 115.
FEAT 16
Prerequisites Channel Smite
Trigger You miss with your Strike during Channel Smite.
The energy from your smite persists for a moment, allowing you to pass it to a new target. Cast the single gate-action version of the harm or heal spell you expended, targeting a creature other than the target of your Strike.
Player Core 1, page 120.
FEAT 2
Requirements You are wielding a thrown weapon.
You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks.
Advanced Player’s Guide, page 126.
FEAT 2
Requirements You are wielding a thrown Weapon.
You bounce your Weapon off one foe to Strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the Weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.
Player Core 1, page 142.
FEAT 17
Frequency once per day
Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, enemies and hazards that would damage you this turn roll the minimum possible damage.
These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a prismatic wall. Persistent damage and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you.
Advanced Player’s Guide, page 45.
FEAT 16
Trigger Your turn begins, and you are at half or fewer Hit Points.
Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first.
Core Rulebook, page 93.
FEAT 20
Prerequisites Reprepare Spell
You have learned to manipulate reflections of magic, similar to the resonant reflections. You reclaim the magic of an ongoing spell, using it reprepare a spell with a duration.
You Dismiss a Spell of 4th level or lower that you cast today from a spell slot with at least half its duration remaining, even if that spell can't normally be Dismissed. You can then spend 10 minutes to reprepare the spell in that spell slot, as Reprepare Spell.
Reclaimant Plea
FEAT 12
Prerequisites Knight Reclaimant Dedication, ability to cast divine spells
You call on the power of the Crimson Oath to gain magical aid. Choose one of the following spells: air walk, dimensional anchor, freedom of movement, invisibility, remove curse, searing light. You can Cast that Spell once per day as a 4th-level divine innate spell. At 14th level, the spell heightens to 5th level, and at 16th level, the spell heightens to 6th level. If you anger the mysterious source of the Crimson Oath's power, you lose the ability to cast the spell until you atone.
Special You can select this feat a second time at 14th level, gaining a second spell from the list above, death ward, or flame strike, which you can cast once per day; you also become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level, gaining either a third spell from the list above, death ward, flame strike, or sunburst, which you can cast once per day; additionally, all three spells from this feat heighten to 7th level, and you become a master of divine spell attacks and spell DCs.
LOKL, page 76.