Feats: R (Part 3 of 6)

60 feats, from Recognize Ambush to Remorseless Lash.

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Part: 1 2 3 4 5 6

Recognize Ambush · Recognize Ambush · Recognize Spell · Recognize Spell · Recognize Threat · Recollect Studies · Reconstruct The Scene · Reconstruct The Scene · Reconstruct The Scene · Reconstruct The Scene · Recover Spell · Recycled Cogwheels · Red Herring · Redirect Attention · Redirect Elements · Redirect Elements · Redirecting Shot · Reflect Foe · Reflect Harm · Reflect Spell · Reflect Spell · Reflect Spell · Reflect Spell · Reflect Spell · Reflecting Riposte · Reflective Defense · Reflective Pocket · Reflective Ripple Stance · Reflexive Catch · Reflexive Courage · Reflexive Grip · Reflexive Riposte · Reflexive Riposte · Reflexive Shield · Reflexive Shield · Reflexive Stance · Regrowth · Regurgitate Mutagen · Rehydration · Reimaer's Mask · Reimagine · Reinforce Eidolon · Reinforced Chassis · Rejuvenating Touch · Rejuvenating Touch · Rejuvenation · Rejuvenation Token · Relentless Disarm · Relentless Stalker · Relentless Wings · Reliable Luck · Reliable Luck · Reliable Squire · Reloading Trick · Remediate · Remediate · Remember Your Training · Reminder of the Greater Fear · Remorseless Lash · Remorseless Lash

Recognize Ambush [F]

FEAT 5

hobgoblin 

Trigger You roll initiative.

Your combat training has honed you to be ready for an attack at all times. You Interact to draw a weapon.

LOAG, page 35.

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Recognize Ambush

FEAT 5

hobgoblin 

Trigger You roll initiative.

Your combat training has honed you to be Ready for an attack at all times. You Interact to draw a Weapon.

Player Core 2.

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Recognize Spell [R]

FEAT 1

general secret skill 

Prerequisites trained in Arcana, Nature, Occultism, or Religion

Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell.

If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest level of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.Success You correctly recognize the spell.Failure You fail to recognize the spell.Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

This feat leads to: Quick Recognition.

Core Rulebook, page 265.

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Recognize Spell [R]

FEAT 1

general secret skill 

Prerequisites trained in Arcana, Nature, Occultism, or Religion

Trigger A creature within line of sight Casts a Spell that you don't have prepared or in your Spell Repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary.

The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being Cast. If you're not trained in the skill, you can't get a result better than Failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.Success You correctly recognize the spell.Failure You fail to recognize the spell.Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

Player Core 1.

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Recognize Threat [F]

FEAT 8

archetype skill 

Prerequisites master in a Recall Knowledge skill, Vofalai Agent Dedication

Trigger Your first turn of an encounter begins, and you can see a creature.

Requirements You have master proficiency in a skill to identify the triggering creature.

You quickly assess the threat so you can relay the information to your team. Attempt a Recall Knowledge check against the triggering creature.

LOCG, page 112.

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Recollect Studies [>]

FEAT 12

archetype skill 

Prerequisites Swordmaster Dedication, expert in a skill used to Recall Knowledge

Requirements You're fighting a creature of your level or lower that could be identified by Recall Knowledge with a skill in which you're an expert.

You paid attention during your studies and remember the right way to attack various creatures. Choose a creature that meets the requirements. You learn the resistances, immunities, or weaknesses of the creature (your choice) without needing to successfully Recall Knowledge.

LOPSG, page 52.

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Reconstruct The Scene

FEAT 16

concentrate investigator 

You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.

Advanced Player’s Guide, page 65.

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Reconstruct The Scene

FEAT 16

concentrate rogue 

You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.

Advanced Player’s Guide, page 137.

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Reconstruct The Scene

FEAT 16

concentrate rogue 

You spend single gate minute surveying a small location (such as a single gate room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person seemingly small details that could serve as important clues, like a memorable Weapon someone used for a murder or the type of cloak someone wore when passing through.

Player Core 1, page 177.

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Reconstruct The Scene

FEAT 16

concentrate investigator 

You spend single gate minute surveying a small location (such as a single gate room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth.

You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person was there.

seemingly small details that could serve as important clues you can use to Purse a Lead, like a memorable Weapon someone used for a murder or the type of cloak someone wore when passing through.

Player Core 2, page 113.

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Recover Spell [>]

FEAT 10

archetype concentrate metamagic 

Prerequisites Kostou Dedication

Requirements An enemy's action disrupted your attempts to Cast a Spell since the beginning of your last turn.

You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately Cast the Spell again with your next action or else you lose the spell; as normal for metamagic, this must be on the same turn that you use Recover Spell. You can change the area, targets, and other variables, including the number of actions used to Cast the Spell if the spell allows, such as when casting heal or magic missile.

LOPSG, page 49.

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Recycled Cogwheels

FEAT 8

archetype 

Prerequisites Trapsmith Dedication

You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears. This allows you to deconstruct a snare that didn't trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location.

Guns & Gears, page 54.

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Red Herring

FEAT 2

investigator 

You have a keen sense for avoiding spurious lines of inquiry. When you Pursue a Lead, the GM tells you if the lead you chose is inconsequential. For example, if you found a splatter of gray mud on the wall, thought it was suspicious, and Pursued it as a Lead, the GM would tell you if there was no greater mystery related to it. When the GM tells you a lead is inconsequential, you can decline to Pursue the Lead, keeping any leads you were already pursuing. You still can't use Pursue a Lead again for 10 minutes, as normal.

Advanced Player’s Guide, page 61.

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Redirect Attention

FEAT 13

reflection 

Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you. Whenever you would be directly targeted with a scrying effect, the effect must attempt a counteract check against the higher of your spell DC or class DC. If the check fails, the effect targets your progenitor instead of you.

Dark Archive, page 121.

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Redirect Elements [R]

FEAT 12

archetype 

Prerequisites Elementalist Dedication

Trigger The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails, and the elemental trait is in your elemental philosophy.

You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.

Rage of Elements, page 60.

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Redirect Elements [R]

FEAT 12

archetype 

Prerequisites Elementalist Dedication

Trigger The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails.

You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.

Secrets of Magic, page 207.

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Redirecting Shot [R]

FEAT 10

fortune gunslinger 

Trigger An ally misses with a ranged attack that uses a thrown weapon or ammunition.

Requirements You're wielding a loaded firearm or crossbow.

Seeing your ally's attack about to go astray, you fire your weapon to right its course.

Discharge your firearm and roll a d20. Your ally uses this roll instead of their own, and the attack ignores bonuses the target would gain against the attack from lesser or standard cover.

Guns & Gears, page 116.

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Reflect Foe

FEAT 17

reflection 

You create a copy of a foe by calling them forth from a nearby reflection, clonally growing them in an instant from one of your hairs or otherwise creating them in a way that matches your own nature as a reflection. You can cast duplicate foe once per day as an innate occult spell. At 20th level, your innate duplicate foe is heightened to 8th level.

Dark Archive, page 121.

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Reflect Harm

FEAT 14

sorcerer 

You can wrap your magic around you like a cloak that causes those who dare to target you with single spell to suffer a similar fate. You know the following blood magic effect.

Blood Magic—Reflect harm Your blood ensures that those who harm you with magic are harmed in return. The first time you take damage from a spell before the beginning of your next turn, attempt spell attack roll against the creature who Cast the triggering spell. On a hit, the creature takes the same amount and type of damage that you just took. If you critically hit, the creature takes twice the damage.

Player Core 2, page 156.

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Reflect Spell

FEAT 14

witch 

Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Advanced Player’s Guide, page 104.

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Reflect Spell

FEAT 14

sorcerer 

Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Core Rulebook, page 201.

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Reflect Spell

FEAT 14

wizard 

Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Core Rulebook, page 213.

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Reflect Spell

FEAT 14

witch 

Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Player Core 1, page 190.

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Reflect Spell

FEAT 14

wizard 

Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Player Core 1, page 204.

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Reflecting Riposte [R]

FEAT 20

uncommon fighter 

Prerequisites Dueling Riposte, Mirror Shield, or Twin Riposte

Trigger An opponent casts a spell and you critically succeed at a saving throw against it.

Requirements You have a shield raised or are benefiting from Dueling Parry or Twin Parry.

You attempt to counteract the triggering spell using powerful magical techniques observed in the Dobem Mounts. Use your attack roll modifier with your shield or parrying weapon for your counteract check. If you counteract the spell, it is reflected upon the caster. If the spell targeted individual creatures, it targets the caster only. If the spell targeted an area centered on a point, the new area is centered on the caster. If the spell was a cone or line, the cone or line emanates from you toward the caster. If the spell has a save DC, it uses your class DC, and if it requires a spell attack roll, use the same attack roll modifier as the counteract check.

Extinction Curse #6: The Apocalypse Prophet, page 72.

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Reflective Defense [R]

FEAT 1

light talos 

Frequency once per 10 minutes

Trigger A creature within 30 feet of you targets you, and you can see the attacker.

Requirements You are in dim or bright light.

Your body's natural luster has been polished to a gleaming shine. You use this to reflect light back into your enemy's eyes, disrupting its aim and focus; it must succeed at a Reflex save against your class DC or be dazzled until the end of your next turn.

Rage of Elements, page 52.

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Reflective Pocket

FEAT 5

extradimensional reflection 

Prerequisites Mirror-Risen

You've formed a connection with a small hand mirror, allowing you to use it as an extradimensional storage space. You can store one item of light Bulk in your mirror at a time. Storing or retrieving an item requires an Interact action and any creature can do so. While an item is stored within the mirror, the mirror reflects the item's image. You gain a +2 circumstance bonus to Stealth checks to Conceal the Object unless someone checks the mirror's reflection.

Dark Archive, page 120.

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Reflective Ripple Stance [>]

FEAT 1

evocation monk stance water 

Requirements You're unarmored.

You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal 1d6 bludgeoning damage.

They are in the brawling group and have the agile, disarm, finesse, nonlethal, trip, unarmed, and water traits.

While in Reflective Ripple Stance, you gain a +1 circumstance bonus to Athletics checks to Disarm, Swim, or Trip, and you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped.

Special This feat gains your choice of either the divine or occult trait, matching your ki spell tradition if possible.

This feat leads to: Rippling Spin and Wave Spiral.

Secrets of Magic, page 202.

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Reflexive Catch [R]

FEAT 4

uncommon archetype concentrate manipulate 

Prerequisites expert in Acrobatics, Juggler Dedication

Trigger An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon.

Requirements The item or thrown weapon is of a Bulk you can Juggle.

You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the concentrate and manipulate traits.

Extinction Curse #1: The Show Must Go On, page 74.

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Reflexive Courage [R]

FEAT 8

auditory bard concentrate 

Prerequisites warrior muse

Trigger A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action.

Requirements You are affected by courageous anthem.

You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the action is disrupted.

Player Core 1, page 104.

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Reflexive Grip

FEAT 8

archetype 

Prerequisites Swordmaster Dedication

You keep hold of your weapons even when knocked out.

You gain a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, when you fall unconscious, you don't drop any weapons that you're currently wielding, though somebody else can remove them from you.

LOPSG, page 52.

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Reflexive Riposte

FEAT 10

swashbuckler 

Prerequisites Opportune Riposte

You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte.

Advanced Player’s Guide, page 92.

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Reflexive Riposte

FEAT 10

swashbuckler 

Prerequisites Opportune Riposte

You can riposte almost without a thought. At the start of each of your turns when you regain your skill action, you gain an additional reaction that can be used only to Perform an Opportune Riposte.

Player Core 2, page 167.

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Reflexive Shield

FEAT 6

fighter 

You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield's circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage.

This feat leads to: Improved Reflexive Shield.

Core Rulebook, page 148.

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Reflexive Shield

FEAT 6

fighter 

You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves.

Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.

Player Core 1, page 145.

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Reflexive Stance [F]

FEAT 12

monk 

Trigger You roll initiative.

You enter a stance without a thought. Use an action that has the stance trait.

Player Core 2, page 125.

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Regrowth

FEAT 17

leshy 

Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast regenerate as a 7th-level primal innate spell once per day.

LOAG, page 44.

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Regurgitate Mutagen [>]

FEAT 4

alchemist manipulate 

Requirements You are under the effects of a mutagen.

You redirect a mutagen within your body to spit a stream of stomach acid at a foe. A creature within 30 feet takes 1d6 acid damage for every 2 levels you have, with a basic Reflex sickened single gate (or sickened 2 on a critical Failure). The mutagen’s duration immediately ends.

Player Core 2, page 65.

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Rehydration

FEAT 13

azarketi primal transmutation water 

Frequency once per day

You surround your body with a thin layer of water drawn from the moisture in the air. You can spend one hour resting to rehydrate your gills and skin, which counts as submerging your body in water. At the GM's discretion, incredibly dry areas, such as deserts, might not have enough moisture in the air for your Rehydration to work.

LOAG, page 16.

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Reimaer's Mask

FEAT 1

duskwalker 

Prerequisites trained in Crafting

Many psychopomps wear masks when dealing with the living, and many cultures believe that seeing an unmasked psychopomp's face invites death. You are trained in Intimidation and gain the Intimidating Glare skill feat. If you were already trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. You also know how to make masks like those worn by psychopomps, a process that takes 1 hour and 1 sp of appropriate material. If you instead pay 50 gp for a splendid psychopomp mask, the mask grants you a +1 item bonus to Intimidation while you are wearing it. Its usage is worn (mask).

LOAG, page 31.

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Reimagine

FEAT 13

kashrishi 

Prerequisites Transcendent Realization

You can cast dreaming potential as an innate occult spell. You can cast this spell targeting yourself as your last activity before falling asleep to receive its normal benefits and effects.

LOIL, page 45.

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Reinforce Eidolon

FEAT 2

summoner 

You buffer your eidolon. You gain the reinforce eidolon link cantrip.

Secrets of Magic, page 68.

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Reinforced Chassis

FEAT 1

automaton 

Trigger A critical hit deals physical damage to you.

Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal.

Chassis Deflection [R] Trigger A critical hit deals physical damage to you; Effect Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.

Enhancement Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction.

Guns & Gears, page 40.

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Rejuvenating Touch

FEAT 18

champion 

Prerequisites devotion spell (lay on hands)

Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked unconscious.

Advanced Player’s Guide, page 121.

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Rejuvenating Touch

FEAT 18

champion 

Prerequisites lay on hands

Your healing energies linger after you Cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points immediately and at the start of their turn during each of the next 10 rounds. These This effect ends if the ally is knocked unconscious.

Player Core 2, page 99.

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Rejuvenation

FEAT 12

rare archetype 

Prerequisites Ghost Dedication

The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after 2d4 days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business.

Book of the Dead, page 47.

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Rejuvenation Token

FEAT 9

uncommon necromancy skeleton 

You tie yourself to the Material Plane by implanting a piece of your consciousness into a weapon, piece of armor, or other item that's precious to you. As long as this object is intact, even if your body is destroyed, you can be restored to the exact state you were in the last time you made daily preparations with this object in your possession. The soulbound object can be used as a special focus for raise dead, resurrect, or similar magic. This warps the spell to bring you back in your skeletal undead state rather than bringing you back to life. Grobreil can't prevent you from returning when the spell is modified in this way. When you return, you permanently lose a memory that was precious to you, in addition to any other side effects of the spell that brought you back. Your soulbound object becomes inert until you spend 1 week of downtime to anchor yourself to it again, further fragmenting your mind.

Book of the Dead, page 56.

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Relentless Disarm

FEAT 6

archetype 

Prerequisites Zephyr Guard Dedication, trained in Athletics

When you succeed, but don't critically succeed, at a check to Disarm a creature, your circumstance bonus to further checks to Disarm that creature is +4 instead of +2. Other creatures gain only the normal bonus.

When you critically succeed at a Disarm check, you can immediately Demoralize your target as a reaction.

Age of Ashes #5: Against the Scarlet Triad, page 81.

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Relentless Stalker [R]

FEAT 2

uncommon move ranger 

Trigger An adjacent creature you are hunting attempts to move away from you using an action that has the move trait.

Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect.

The Fall of Plaguestone, page 57.

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Relentless Wings

FEAT 17

tiefling 

Prerequisites Fiendish Wings

Your wings are now a permanent part of your physiology. You gain the effects of Fiendish Wings at all times, rather than just once per day for 10 minutes.

Advanced Player’s Guide, page 41.

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Reliable Luck

FEAT 17

catfolk 

Prerequisites Cat's Luck

You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day.

Advanced Player’s Guide, page 11.

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Reliable Luck

FEAT 17

catfolk 

Prerequisites Cat's Luck

You survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day.

Player Core 2.

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Reliable Squire

FEAT 2

uncommon bard champion 

Access Kaetiarn have access to this feat.

You know the path to victory isn't traveled alone, and you lend aid to your companions whenever you can. You gain a +2 circumstance bonus to checks to Aid. If you roll a critical failure on a check to Aid, you get a failure instead.

LOKL, page 82.

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Reloading Trick [>]

FEAT 6

archetype manipulate 

Prerequisites Drow Shootist Dedication

Frequency once per round

Requirements You're holding an unloaded hand crossbow.

You can fire off a single shot even when unprepared. You Interact to reload your hand crossbow and Strike with it.

Special If you have the Repeating Hand Crossbow Training feat, you can use this feat with a repeating hand crossbow to load either a bolt or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action Interact activity to remove the jammed magazine and clear it before it can be used again.

Abomination Vaults #3: Eyes of Empty Death, page 77.

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Remediate [F]

FEAT 16

cleric concentrate metamagic 

Prerequisites harmful font or healing font

Frequency once per hour

If your next action is to use your divine font to cast a 3-action heal or harm spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your heal or harm spell to attempt to counteract one effect in the spell's area with the chaotic, evil, good, or lawful trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait.

Advanced Player’s Guide, page 123.

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Remediate

FEAT 16

cleric concentrate spellshape 

Once per hour.If your next action is to use your divine font to Cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell's area.

Player Core 1, page 120.

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Remember Your Training [>]

FEAT 4

archetype 

Prerequisites Vofalai Agent Dedication

Frequency once per day

During your training to become a Vofalai Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to Recall Knowledge about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0)

If you roll a failure (but not a critical failure) on this check, you get a success instead.

LOPSG, page 41.

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Reminder of the Greater Fear [R]

FEAT 8

archetype vigilante 

Prerequisites master in Intimidation, Vigilante Dedication

Frequency once per 10 minutes

Trigger Another creature within 30 feet of you that can see you would gain the frightened condition.

You give a target a stern glower to remind them that it is you, and no one else, they should truly fear. Reduce the value of the frightened condition the creature would take by 1.

Night of the Gray Death, page 65.

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Remorseless Lash

FEAT 1

hobgoblin 

You're skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened foe, that foe can't reduce their frightened condition below 1 until the beginning of your next turn.

LOCG, page 50.

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Remorseless Lash

FEAT 1

hobgoblin 

You're skilled at beating an enemy when their morale is already breaking. When you succeed at a melee Weapon Strike against a frightened enemy, that enemy can't reduce their frightened condition below single gate until the beginning of your next turn.

Player Core 2.

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