Feats: R (Part 4 of 6)

60 feats, from Remote Trigger to Revealing Stab.

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Part: 1 2 3 4 5 6

Remote Trigger · Remote Trigger · Remove Presence · Renewed Vigor · Renewed Vigor · Renewing Quills · Repair Module · Repeating Hand Crossbow Training · Replenishing Consumption · Replenishing Hydration · Replenishment Of War · Replenishment of War · Replenishment of War · Replicate · Reprepare Spell · Reprepare Spell · Reptile Rider · Reptile Speaker · Reptile Speaker · Repulse the Wicked · Repurposed Parts · Reset the Past · Resilient Mind · Resilient Shell · Resilient Touch · Resist Ruin · Resolute · Resolute Defender · Resounding Blow · Resounding Blow · Resounding Bravery · Resounding Bravery · Resounding Cascade · Resounding Finale · Resounding Finale · Resourceful Ritualist · Resourceful Ritualist · Resplendent Spellhorn · Restitch · Restorative Channel · Restorative Strike · Restoring Blood · Resurrectionist · Resurrectionist · Resuscitate · Resuscitate · Retain Absorbed Spell · Retaliatory Cleansing · Retch Rust · Retractable Claws · Retreating Finisher · Return Fire · Return Fire · Return to the Sea · Returning Throw · Reveal Hidden Self · Reveal Machinations · Reveal True Name · Revealing Stab · Revealing Stab

Remote Trigger

FEAT 6

archetype 

Prerequisites Snarecrafter Dedication

You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.

Advanced Player’s Guide, page 194.

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Remote Trigger

FEAT 6

archetype 

Prerequisites Snarecrafter Dedication

You’ve learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies’ snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit.

If someone else crafted it, attempt a ranged Strike against the

Player Core 2, page 216.

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Remove Presence

FEAT 8

amp illusion mental occult psychic 

Your spell reaches into the mind of a creature and removes you from it. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry.

Amp Choose one target of the spell or one creature in its area.If that enemy fails its save or the spell hits it, you become undetected by that creature, disappearing from its senses for 1 minute or until you use a hostile action. This is similar to being invisible, but effects like see invisibility don't reveal you—you're affecting the target's mind, not its vision. True seeing can still see through this illusion if the counteract check succeeds.

Dark Archive, page 27.

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Renewed Vigor [>]

FEAT 8

barbarian concentrate rage 

You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.

Core Rulebook, page 91.

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Renewed Vigor [>]

FEAT 8

barbarian concentrate rage 

Through the haze of battle, you quickly recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. If you made an attack action this turn, increase the number of temporary Hit Points to your level plus your Constitution modifier. These temporary Hit Points last until the end of your rage.

Player Core 2, page 81.

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Renewing Quills

FEAT 5

shisk 

Prerequisites quillcoat shisk

Your spines grow back much faster than other shisks. You can use the Barbed Quills reaction once every 10 minutes.

LOME, page 126.

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Repair Module [>]

FEAT 9

android concentrate 

Frequency once per day

You trigger your body's repair programming, causing your body's nanites to heal your wounds. You gain fast healing equal to half your level for 1 minute. While Repair Module is active, you can't use other abilities that require the use of your nanites.

LOAG, page 74.

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Repeating Hand Crossbow Training

FEAT 4

archetype 

Prerequisites Drow Shootist Dedication

You become trained in the repeating hand crossbow and gain access to repeating hand crossbows and shootist bandoliers. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the Shootist's Draw action with repeating hand crossbows.

Special If you have the Running Reload feat, you can reload a repeating hand crossbow magazine on the move. You can use Running Reload as a 3-action activity to reload a magazine into a repeating hand crossbow after you Stride, Step, or Sneak, or as a 2-action activity if you use a magazine from a shootist bandolier.

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

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Replenishing Consumption

FEAT 4

archetype 

Prerequisites Ghoul Dedication

When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain 1d6 Hit Points for every 2 levels you have, rounded up.

Book of the Dead, page 48.

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Replenishing Hydration

FEAT 9

azarketi 

You draw life from the water around you. If you submerge in water and rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level.

Azarketi Ancestry Web Supplement, page 5.

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Replenishment Of War

FEAT 10

cleric 

Prerequisites expert in your deity's favored weapon

Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity's favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.

This feat leads to: Shared Replenishment.

Core Rulebook, page 125.

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Replenishment of War

FEAT 10

cleric 

Prerequisites expert in your deity's favored Weapon

Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity's favored Weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.

Player Core 1, page 118.

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Replenishment of War

FEAT 14

druid 

Prerequisites warpriest doctrine

Your faith in battle provides you with seemingly endless divine energy. If you Cast a Spell that restores Hit Points while in combat, you gain temporary Hit Points equal to the spell's rank.

Player Core 1, page 134.

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Replicate

FEAT 5

reflection 

Prerequisites Clone-Risen

You've learned to reshape your malleable form. You can cast illusory disguise once per day as an innate occult spell. This is a transmutation and morph effect, as your body physically transforms, rather than an illusion effect.

Dark Archive, page 121.

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Reprepare Spell

FEAT 18

wizard 

You've discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you've already reprepared that spell previously in the same day.

If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn't have a duration. Once you've reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot.

This feat leads to: Reclaim Spell.

Core Rulebook, page 213.

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Reprepare Spell

FEAT 18

wizard 

You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already Cast today, regaining access to that spell slot. The spell must be of 4th rank or lower and can’t have a duration.

You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day.

If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. You can use spell substitution on that slot again, but you remain restricted to preparing only single spell without a duration in that slot until the next time you make your daily preparations.

Player Core 1, page 205.

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Reptile Rider

FEAT 1

lizardfolk 

To you, crocodilians, giant lizards, and dinosaurs are loyal steeds, not monsters.

You gain the Ride feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to Handle an Animal as long as the animal is a reptile, dinosaur, or even a non-sapient dragon.

LOAG, page 47.

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Reptile Speaker

FEAT 1

lizardfolk 

You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).

LOCG, page 58.

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Reptile Speaker

FEAT 1

lizardfolk 

You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).

Player Core 2.

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Repulse the Wicked [R]

FEAT 6

archetype 

Prerequisites Sitreiku Sentry Dedication

Trigger An undead within your reach critically fails an attack roll targeting you.

You use your foe's failure as an opening to push them away. You attempt to Shove the undead.

LOKL, page 79.

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Repurposed Parts

FEAT 10

archetype 

Prerequisites Trapsmith Dedication

You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to Craft, even if you didn't prepare that snare during your daily preparations.

Guns & Gears, page 54.

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Reset the Past [F]

FEAT 14

archetype 

Frequency once per day

You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already.

Dark Archive, page 187.

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Resilient Mind

FEAT 2

uncommon champion cleric 

Access Kaetiarn have access to this feat.

You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.

LOKL, page 82.

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Resilient Shell

FEAT 14

evolution summoner 

Your eidolon is resilient against attacks. It gains resistance to physical damage equal to its Constitution modifier.

Secrets of Magic, page 72.

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Resilient Touch

FEAT 10

champion 

Prerequisites devotion spell (lay on hands)

Your healing energies create an aura of protection that defends your allies against more than just blades and arrows.

An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their saving throws until the end of their next turn.

Advanced Player’s Guide, page 120.

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Resist Ruin

FEAT 13

duskwalker 

Your duskwalker heritage allows you to extend protection against negative energy to yourself or an ally in need. You gain resistance 5 to negative energy, and once per day, you can cast death ward as a divine innate spell.

Advanced Player’s Guide, page 38.

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Resolute

FEAT 12

archetype 

Prerequisites Thaumaturge Dedication, expert in Will

You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master.

Dark Archive, page 49.

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Resolute Defender

FEAT 14

archetype 

Prerequisites Sitreiku Sentry Dedication

You hold your shield together with the power of your faith and conviction, refusing to let wood splinter and steel shatter until the day's battles are won. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you repair it, preventing you from using Resolute Defender to save the same shield again until your next daily preparations.

LOKL, page 79.

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Resounding Blow [>>]

FEAT 10

barbarian rage 

Requirements You are wielding a melee weapon that deals bludgeoning damage.

You strike your enemy in the head with such force that their ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for 1 minute on a critical hit).

Advanced Player’s Guide, page 110.

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Resounding Blow [>>]

FEAT 10

barbarian rage 

Requirements You are wielding a melee Weapon that deals bludgeoning damage.

You Strike your enemy in the head with such force that its ears ring. Make a melee Strike. If the Strike hits and deals damage, the target is deafened until the start of your next turn (or for single gate minute on a critical hit).

Player Core 2, page 82.

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Resounding Bravery

FEAT 8

fighter 

Prerequisites bravery

Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.

Advanced Player’s Guide, page 127.

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Resounding Bravery

FEAT 8

fighter 

Prerequisites bravery

Even your fears serve as fuel for your fighting Spirit instinct. When you critically succeed at a Will save against a foe’s ability, you gain a +single gate status bonus to saves and a number of temporary Hit Points equal to half your level for single gate minute. These benefits are doubled if you critically succeed against a fear effect.

Player Core 1, page 147.

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Resounding Cascade [F]

FEAT 16

magus 

Prerequisites Arcane Cascade

Trigger You use Arcane Cascade.

When you enter your Arcane Cascade, you disperse the magical reinforcement to nearby allies. You grant the extra damage of Arcane Cascade in an aura affecting all allies in a 5-foot emanation. This uses only the base damage of the stance, based on the ally's weapon specialization; it doesn't use any increase you get from bonuses, the laughing shadow hybrid study, or the like. As normal for duplicate effects, multiple Arcane Cascades affecting the same creature aren't cumulative.

Secrets of Magic, page 49.

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Resounding Finale [R]

FEAT 16

abjuration bard concentrate 

Prerequisites maestro muse

Trigger You or an ally benefiting from your composition spell would take sonic damage.

You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell's effects gain sonic resistance against the triggering damage equal to twice the composition spell's level.

Advanced Player’s Guide, page 115.

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Resounding Finale [R]

FEAT 16

bard concentrate 

Prerequisites Maestro muse

Trigger You or an ally benefiting from your composition spell would take sonic damage.

You bring your Performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell's effects gain sonic resistance against the triggering damage equal to twice the composition spell's rank.

Player Core 1, page 106.

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Resourceful Ritualist

FEAT 6

archetype skill 

Prerequisites Ritualist Dedication

You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.

Advanced Player’s Guide, page 187.

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Resourceful Ritualist

FEAT 6

archetype skill 

Prerequisites Ritualist Dedication

You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.

Player Core 2, page 211.

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Resplendent Spellhorn

FEAT 13

kobold 

Prerequisites Evolved Spellhorn

Your magic continues to flourish. Choose one common 3rd-rank arcane spell and one common 4th-rank arcane spell. You can Cast each of these single spell once per day as arcane innate single spell.

Player Core 2.

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Restitch

FEAT 17

poppet 

You've learned how to sew even the most terrible tears and wounds together. You can cast regenerate as a 7th-level arcane innate spell once per day.

LOTGB, page 65.

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Restorative Channel

FEAT 8

cleric 

Prerequisites healing font

You can remove conditions with divine grace. You can sacrifice one heal spell you've prepared in your extra slots from your healing font to Cast one of the following single spell instead: cleanse affliction, clear mind, sound body, or sure footing. The spell is heightened to the same rank as the spell you sacrificed.

Player Core 1, page 117.

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Restorative Strike

FEAT 4

cleric 

Requirements You have a harm or heal spell you can Cast.

You Balance both sides of the scales, restoring yourself while Striking a foe. Cast a single gate-action harm or heal spell to heal yourself, expending the spell normally. It loses the manipulate trait when Cast this way. Then make a melee Strike. If you make this Strike with your deity's favored Weapon, you gain a +single gate status bonus to the attack roll.

If the Strike hits, you can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell's range, provided it's adjacent to the enemy you hit.

Player Core 1, page 116.

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Restoring Blood

FEAT 5

vishkanya 

Prerequisites Envenom

Your body can process an alternative to your venom that heals wounds. You can use your Envenom action to produce a blood restorative instead of tegoux venom. You can make a blood restorative at most once per 10 minutes, even if your Envenom action can be used more frequently. You or an adjacent creature can Interact to consume the restorative to regain 3d6 Hit Points. This is a positive healing effect. A restorative spoils at the start of your next turn. When you reach 15th level, the restorative restores 5d6 Hit Points instead.

LOIL, page 61.

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Resurrectionist

FEAT 16

cleric 

You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.

Core Rulebook, page 126.

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Resurrectionist

FEAT 16

cleric 

You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for single gate minute. This fast healing ends if the creature is knocked unconscious.

Player Core 1, page 121.

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Resuscitate [>>>]

FEAT 16

archetype healing manipulate 

Prerequisites Medic Dedication, legendary in Medicine

Requirements You are holding healer's tools or are wearing them and have a hand free.

You can use Medicine to resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.

Advanced Player’s Guide, page 184.

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Resuscitate [>>>]

FEAT 16

archetype healing manipulate 

Prerequisites Medic Dedication, legendary in Medicine

Requirements You are holding healer’s tools or are wearing them and have a hand free.

You resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature who has been dead for no more than 3 rounds and whose body is mostly intact. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn’t wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.

Player Core 2, page 208.

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Retain Absorbed Spell

FEAT 18

archetype 

Prerequisites Absorb Spell

When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly—potentially for a greater period of time. If you're a spontaneous caster, you can cast the triggering spell up to three times instead of once. If you're a prepared spellcaster, you can replace up to three of your prepared spells of the same level with the absorbed spell instead of one. Either way, you can choose to retain the absorbed spell for the next hour instead of the next 10 minutes; if you choose to extend the absorption to an hour, you can't use Absorb Spell again until one hour after the spell is absorbed.

LOPSG, page 49.

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Retaliatory Cleansing [R]

FEAT 8

uncommon alchemist 

Access Kaetiarn have access to this feat.

Trigger You would take damage from an adjacent creature's Strike.

Requirements You're holding holy water or a bomb that deals positive damage in one of your hands.

You twist your hand in front of the blow, ensuring the enemy's attack shatters the required holy water or bomb. The creature takes the on-hit and splash damage from the holy water or required bomb, not counting any additional effects you would add or apply when you throw the bomb, such as weapon specialization or Calculated Splash. You're splashed by the holy water or required bomb, although since positive damage harms only undead and creatures with negative healing, it's unlikely you will take damage.

LOKL, page 84.

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Retch Rust [>>]

FEAT 8

impulse kineticist metal overflow primal 

You exhale tendrils formed from flakes of rusted metal. All creatures in a 30-foot cone take 4d10 slashing damage with a basic Fortitude save against your class DC. A metal creature that fails its save also takes 2d4 persistent slashing damage.

Heightened (+2) The cloud's slashing damage increases by 1d10 and the persistent damage increases by 1d4.

Rage of Elements, page 31.

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Retractable Claws

FEAT 1

kitsune 

You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.

LOAG, page 125.

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Retreating Finisher [>]

FEAT 2

finisher swashbuckler 

You make a calculated attack without letting down your guard.

Make a melee Strike with the following Failure effect.

Failure You Step as a free action.

Player Core 2, page 165.

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Return Fire

FEAT 6

monk 

Prerequisites Deflect Arrow, Monastic Archer Stance

Requirements You are in Monastic Archer Stance, are wielding a bow, and have a free hand.

Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect an Arrow, as part of that reaction you can immediately make a ranged bow Strike by firing the arrow you deflected from your own bow.

Advanced Player’s Guide, page 129.

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Return Fire

FEAT 6

monk 

Prerequisites Deflect Projectile, Monastic Archer stance

Requirements You are in Monastic Archer stance, are wielding a bow, and have a free hand.

Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect a Projectile that’s an arrow, as part of that reaction you can immediately make a ranged bow Strike from your own bow by firing the arrow you deflected.

Player Core 2, page 122.

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Return to the Sea [>>]

FEAT 4

impulse kineticist morph primal water 

You adapt a creature to living and moving in water. Target a willing creature within 30 feet. For 10 minutes, it gains the effects of a feet to fins spell, can breathe water, and gets a +1 status bonus to AC and saves against any creature with the amphibious, aquatic, or water trait. In addition, its attacks ignore the effects water normally has on bludgeoning and slashing attacks. If you use Return to the Sea again, any existing one ends.

Level (6th) You can target up to 5 willing creatures.

Rage of Elements, page 32.

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Returning Throw [>>]

FEAT 9

dwarf 

You have mastered the technique of arcing a projectile so that it returns to your hand after being thrown, though this requires a moment to precisely calculate the trajectory and possible ricochets. Make a ranged Strike with a thrown weapon. Once the Strike is complete, the weapon arcs or ricochets back to your hand. If your hands are full when the weapon returns, it falls to the ground in your space.

Advanced Player’s Guide, page 42.

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Reveal Hidden Self [>>>]

FEAT 5

concentrate divine illusion tiefling 

Prerequisites Beastbrood

Frequency once per day

Requirements You're hidden to at least one enemy.

While hidden, you manifest a version of your animalistic nature. You create an illusion of a Large or smaller creature within 60 feet of your location with the effects of the illusory creature spell. The creature shares your animalistic beastbrood features. Unlike most actions taken while hidden, using Reveal Hidden Self and Sustaining the Spell don't automatically end your hidden condition. Use the higher of your class DC or spell DC against attempts to disbelieve the illusion. If a creature observes you, it automatically disbelieves the illusion, and if you're no longer hidden to at least one enemy, the effect ends.

LOIL, page 32.

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Reveal Machinations [>]

FEAT 15

rare general skill 

Prerequisites legendary in Deception

You reveal that you played a minor but recurring role in another humanoid's life—or at least convince them that's the case. Attempt a Deception check against the target's Will DC. On a success, the revelation makes them frightened 2, and on a critical success they are frightened 3. In addition, you gain information about the subject as though you had attempted to Recall Knowledge about them using an appropriate skill and received the same result on your roll. You can't use this ability against the same humanoid again until 1 day has passed and you've also successfully disguised yourself as a different person.

Special At the GM's discretion, this feat can be used against non-humanoids if they have regular contact with humanoids or you are able to disguise yourself as a member of the target's ancestry or type of creature.

Age of Ashes #3: Tomorrow Must Burn, page 73.

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Reveal True Name [>>]

FEAT 1

rare auditory concentrate emotion general mental skill true name 

Prerequisites trained in Intimidation and at least one of Arcana, Nature, Occultism, and Religion

You attempt to get a creature to do as you wish by threatening them with your knowledge of their true name.

You must know and speak the creature's true name and say what you want the creature to do. Attempt an Intimidation check against the target's Will DC.

Critical Success The target does as you say out of a sense of self-preservation, and will not harm itself in any way. It becomes unfriendly (if it wasn't already unfriendly or hostile) but continues to comply for up to 1 day. The target is too scared of you to retaliate or flee, certain you would find them wherever they might go.Success As critical success, but once the target becomes unfriendly, they avoid you and might act against you in an indirect manner, such as alerting your enemies to your location.Failure The target refuses to comply and typically flees your presence to avoid your further use of their true name. If they were not already unfriendly or hostile, they become unfriendly. They avoid you in the future and are likely to take indirect action against you.Critical Failure The target refuses to comply and becomes hostile, if it wasn't already. If they perceive you as weak, they might attack you; otherwise, they likely flee to avoid your further use of their true name.

Secrets of Magic, page 246.

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Revealing Stab [>>]

FEAT 6

fighter 

Requirements You are wielding a melee weapon that deals piercing damage.

You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don't have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don't need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it.

Core Rulebook, page 148.

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Revealing Stab [>>]

FEAT 6

fighter 

Requirements You are wielding a melee Weapon that can deal piercing damage.

You drive your piercing Weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with a piercing melee Weapon. If the target is concealed, you don’t need to attempt a flat check to target it, and if it’s hidden, the you can drive the Weapon you attacked with into the target (if it’s corporeal), revealing its current position. You Release the Weapon, and it becomes lodged in the target. If the target is concealed, no flat check is needed to target it, and if it’s hidden, become undetected. These benefits apply only for observers who can see your Weapon stuck in the target. If the target is invisible, the Weapon remains visible while lodged in it.

This benefit lasts until the Weapon is removed from the creature. An adjacent creature or the target can remove the Weapon with two Interact skill action.

Player Core 1, page 145.

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