60 feats, from Revelation’s Focus to Roll The Bones Of Fate.
Revelation’s Focus · Reverberate · Reverberate · Reverberating Spell · Reverse Curse · Reverse Engineer · Reverse Engineering · Reverse Engineering · Reversing Charge · Revitalizing Finisher · Revivification Protocol · Revivifying Mutagen · Revivifying Mutagen · Ricochet Feint · Ricochet Feint · Ricochet Legend · Ricochet Master · Ricochet Shot · Ricochet Stance · Ricochet Stance · Ricochet Stance · Ricochet Stance · Ricocheting Leap · Ride · Ride · Ride the Tsunami · Riftmarked · Right-hand Blood · Right-Hand Blood · Rimesoul · Ringmaster's Introduction · Rippling Spin · Riptide · Rising Hurricane · Risky Reload · Risky Surgery · Risky Surgery · Rites Of Convocation · Rites Of Convocation · Rites Of Transfiguration · Rites Of Transfiguration · Ritual Researcher · Ritual Researcher · Ritual Reversion · Ritualist Dedication · Ritualist Dedication · Roadkill · Robust Health · Robust Recovery · Robust Recovery · Rock Rampart · Rock Runner · Rock Runner · Rockslide Spell · Rockslide Spell · Rogue Dedication · Rogue Dedication · Roiling Mudslide · Rokoan Arts · Roll The Bones Of Fate
Revelation’s Focus
FEAT 14
The further extents of your mystery provide an endless wellspring of magic. When you Refocus, you regain all your Focus Points instead of single gate.
Player Core 2, page 143.
FEAT 12
Trigger You would take sonic damage from a spell.
You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a Performance check against the spell DC of the creature that cast the triggering spell.
Critical Success You reduce the triggering damage by an amount up to four times your level. The caster takes sonic damage equal to the amount of damage you reduced in this way.Success As critical success, but you reduce the triggering damage by an amount up to twice your level.Critical Failure You misdirect the sonic waves at yourself, taking twice the triggering damage.Advanced Player’s Guide, page 114.
FEAT 12
Trigger A creature or hazard would deal sonic damage to you.
You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a Performance check against the Will DC of the creature or Fortitude DC of a hazard. If the damage came from a spell, use the creature's spell DC if it's lower.
Critical Success You reduce the triggering damage by an amount up to four times your level. The creature takes sonic damage equal to the amount of damage you reduced in this way.Success As critical success, but you reduce the triggering damage by an amount up to twice your level.Player Core 1, page 105.
FEAT 10
Prerequisites Elementalist Dedication, metal is in your elemental philosophy
Your spell disorients your targets with a metallic clangor. If the next action you use this turn is to Cast a non-cantrip Spell that deals damage in an area (such as a burst, line, or cone), the spell deals an additional 1d8 sonic damage and all creatures who fail their save against the spell are deafened for 1 round. Targets who critically fail their saves against this spell are instead deafened for 1 minute. The spell gains the sonic trait.
Rage of Elements, page 60.
Reverse Curse
FEAT 12
Prerequisites Counter Curse
When you counter a curse or misfortune effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own curse or misfortune effect, attempting a saving throw against its own DC if the effect allows a saving throw.
In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself.
Dark Archive, page 169.
Reverse Engineer
FEAT 2
Prerequisites expert in Crafting
You are incredibly skilled at reverse engineering items to learn their formulas, or disassembling them just to disable them. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. If you get a critical success on your Crafting check, you can opt to both create the formula and reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. Furthermore, you can use Crafting instead of Thievery to Disable a Device or Pick a Lock.
Guns & Gears, page 25.
Reverse Engineering
FEAT 4
Prerequisites expert in Crafting, Scrounger Dedication
You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value.
Advanced Player’s Guide, page 190.
Reverse Engineering
FEAT 4
Prerequisites Scrounger Dedication, expert in Crafting
Your nigh-constant tinkering and fiddling with objects means you are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item, and you can attempt a Crafting check to reverse engineer an item after spending 1 day of work setting up instead of 2. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item’s value.
Player Core 2, page 214.
FEAT 8
Prerequisites Chronoskimmer Dedication
You dive into the fray before rewinding yourself to safety. Stride up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You then teleport back to the square from which you began your Reversing Charge. You can use Reversing Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Dark Archive, page 186.
FEAT 16
Your swagger instills confidence in you and your allies. Make a Strike. On a hit, you and all allies within 30 feet gain temporary Hit Points equal to half your level.
Failure You gain temporary Hit Points equal to half your level.
Player Core 2, page 169.
FEAT 13
Frequency once per day
Trigger You have the dying condition and are about to attempt a recovery check.
Your nanites are programmed to automatically revive you. 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.
LOAG, page 74.
Revivifying Mutagen
FEAT 2
While under the effect of a mutagen, you can metabolize that mutagen's power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen's duration immediately ends, even if you are under the effect of Persistent Mutagen.
Core Rulebook, page 77.
FEAT 2
Requirements You are under the effects of a mutagen.
You metabolize a mutagen to heal yourself. You regain 1d6 Hit Points for every 2 item levels of the required mutagen (minimum
Player Core 2, page 64.
Ricochet Feint
FEAT 12
Prerequisites Ricochet Stance
While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach.
Advanced Player’s Guide, page 136.
Ricochet Feint
FEAT 12
Prerequisites Ricochet stance
While in Ricochet stance, you can bounce a thrown Weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown Weapon you are wielding, rather than only creatures within your melee reach.
Player Core 1, page 176.
Ricochet Legend
FEAT 20
Prerequisites Ricochet Master
The more obstacles between you and your target, the deadlier your shots become, as you ricochet off multiple surfaces to hit them. When using Ricochet Shot, your shot can bounce off of any surface within your weapon's first three range increments and the target can't benefit from cover unless they have total cover on all sides.
In addition, a creature must attempt a Will save against your class DC the first time in an encounter you attack it with a Ricochet Shot. If it fails, it's stunned 2 and is unable to determine where your shot originated.
Guns & Gears, page 119.
Ricochet Master
FEAT 16
Prerequisites Ricochet Shot
You have an eye for angles and can find shots that others believe are impossible. When using Ricochet Shot, you can bounce your bullet off up to two solid surfaces within your weapon's first range increment instead of just one.
In addition, a creature is flat-footed the first time you attack it with a Ricochet Shot during an encounter.
This feat leads to: Ricochet Legend.
Guns & Gears, page 119.
FEAT 12
You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. When determining whether a target has cover from your ranged attack with a firearm or crossbow, you can choose one solid surface within your weapon's first range increment to ricochet your shot off of. If you do, you determine the target's cover from the point where you ricochet your shot instead of from you.
This feat leads to: Ricochet Master and Ricochet Legend.
Guns & Gears, page 117.
FEAT 6
You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
Advanced Player’s Guide, page 126.
FEAT 8
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
This feat leads to: Ricochet Feint.
Advanced Player’s Guide, page 136.
FEAT 6
You adopt a stance to rebound your thrown weapons toward you.
While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the Weapon’s listed range increment and have a hand free to catch the Weapon. If you make a ranged Strike with a thrown Weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
Player Core 1, page 145.
FEAT 8
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the Weapon’s listed range increment and have a hand free to catch the Weapon. If you make a ranged Strike with a thrown Weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
Player Core 1, page 174.
Ricocheting Leap
FEAT 9
Prerequisites master in Athletics, Wall Jump
You quickly use your momentum to topple and spring off of foes. You can use Wall Jump to make additional jumps off of creatures larger than you as if they were walls.
Once per turn when you make an additional jump off of a creature in this way, you can also attempt to Shove or Trip that creature as a free action.
LOME, page 122.
Ride
FEAT 1
When you Command an Animal you're mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you're mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on Command an Animal.
Core Rulebook, page 266.
Ride
FEAT 1
When you Command an Animal you're mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any Animal order you're mounted on acts on your turn, like a minion. If you Mount an Animal order in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 301 has more on minions.
FEAT 18
Booming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all in their path. The waves move forward in your choice of a 60-foot cone or 120-foot line. If you're in water, you can increase these waves to a 90-foot cone or 180-foot line. Each creature in the area takes 10d10 bludgeoning damage with a basic Reflex save against your class DC. A creature that fails its save is pushed 20 feet (or 40 feet on a critical failure). Any unattended object of 1 Bulk or less in the area is pushed to the far edge of the area. The sheer mass of water extinguishes all non-magical flames in the area.
As the wave crashes down, you can catch it to your destination. After the impulse deals damage, you can Swim in a straight line to any point in its area before the water disappears.
Rage of Elements, page 33.
Riftmarked
FEAT 1
Long ago, qlippoth marked someone in your lineage, most likely through their ancient runestones that dot Falavririak's surface. Yours is an old lineage, primordial and twisted, and you have a sense for similarly twisted things. You're trained in Occultism. If you're already trained in Occultism (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Oddity Identification skill feat.
This feat leads to: Qlippoth Magic.
LOAG, page 63.
Right-hand Blood
FEAT 5
It's said that the flesh of the right side of a hyena can heal diseases, but that of the left side is poisonous. You can take 1 damage to feed someone blood from your right side and Administer First Aid or take 2d8 damage to Treat Disease or Treat Wounds; in either case, you don't need healer's tools, and gain a +1 item bonus. Blood from your left side causes the check to critically fail automatically.
LOME, page 114.
Right-Hand Blood
FEAT 5
It's said that the flesh of the right side of a hyena can heal diseases, but that the flesh of the left side is deadly and poisonous. You can deal single gate slashing damage to yourself to feed someone blood from your right side and Administer First Aid or take 2d8 damage to Treat Disease or Treat Wounds; in either case, you don't need a healer's toolkit, and you gain a +single gate item bonus to your check. Blood from your left side causes the check to critically fail automatically.
Rimesoul
FEAT 1
The water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on).
LOAG, page 119.
FEAT 20
Trigger An ally's turn begins.
Requirements The ally hasn't acted in the current combat.
You announce the triggering ally with a litany of their legendary achievements, spurring them to action. The target is quickened this turn and can spend the extra action to Stride, Strike, Demoralize, Feint, or Perform.
FEAT 8
Prerequisites Reflective Ripple Stance
Trigger You are hit by a physical melee attack by an attacker you can see that's in reach.
Requirements You're in Reflective Ripple Stance.
After the triggering attack is done, Step. You must end this Step within the attacker's reach. Then, you can attempt an Athletics check to Disarm or Trip the attacker.
Secrets of Magic, page 202.
FEAT 9
Prerequisites Drag Down, expert in Athletics
Trigger You successfully Grapple a creature of the same size as you or smaller.
Requirements You are within 10 feet of water at least 10 feet deep, and your Speed is sufficient to reach the water in one Stride.
You Stride up to 10 feet to enter the water, bringing the grabbed creature with you into the water.
Azarketi Ancestry Web Supplement, page 5.
FEAT 6
A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. Your hurricane appears in a cylinder that's 40 feet tall, has a 30-foot diameter, and is within 120 feet. All creatures in the area take 2d6 bludgeoning damage with a basic Fortitude save against your class DC. Lift any creature that fails its save to any height you choose within the area, move it up to 5 feet in any direction, then drop it. It takes falling damage normally unless it has a fly Speed.
Level (+3) The rain damage increases by 1d6, and the cylinder's height increases by 5 feet.
Rage of Elements, page 37.
FEAT 2
Requirements You're wielding a firearm.
You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. Interact to reload a firearm, then make a Strike with that firearm. If the Strike fails, the firearm misfires.
Guns & Gears, page 112.
Risky Surgery
FEAT 1
Prerequisites trained in Medicine
Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Advanced Player’s Guide, page 208.
Risky Surgery
FEAT 1
Prerequisites trained in Medicine
Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Rites Of Convocation
FEAT 4
Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell's minimum spell level.
Advanced Player’s Guide, page 102.
Rites Of Convocation
FEAT 4
Your patron grants you the power to summon other creatures to Aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you’ve prepared in one of your witch spell slots with the spell you chose, heightened to the same rank. The spell you replaced must be of at least the summon spell’s minimum spell rank.
Player Core 1, page 187.
Rites Of Transfiguration
FEAT 14
You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns baleful polymorph, even if baleful polymorph isn't on your tradition's spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you've prepared in one of your witch spell slots with a baleful polymorph spell of the same level.
Advanced Player’s Guide, page 105.
Rites Of Transfiguration
FEAT 14
You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns cursed metamorphosis, even if cursed metamorphosis isn’t on your tradition’s spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th-rank or higher you’ve prepared in one of your witch spell slots with a cursed metamorphosis spell of the same rank.
Player Core 1, page 190.
Ritual Researcher
FEAT 4
Prerequisites enigma muse, expert in Occultism
Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual.
Advanced Player’s Guide, page 112.
Ritual Researcher
FEAT 4
Prerequisites Enigma muse, expert in Occultism
Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual.
Player Core 1, page 102.
FEAT 5
You can temporarily revert to a less conspicuous form without diminishing your senses.
You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body's appearance just before your spirit joined with it. This otherwise has the effects of tree shape, except that your size remains Small.
LOCG, page 55.
Ritualist Dedication
FEAT 4
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You have begun to master the difficult art of casting rituals.
You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
Special You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it.
This feat leads to: Efficient Rituals, Speedy Rituals, Flexible Ritualist, Assured Ritualist, and Resourceful Ritualist.
Advanced Player’s Guide, page 187.
Ritualist Dedication
FEAT 4
Prerequisites expert in Arcana, Nature, Occultism, or Religion
You have begun to master the difficult art of casting rituals.
You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower.
You must meet all prerequisites to be the primary caster of a ritual to select it, and you can’t teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level.
Player Core 2, page 211.
Roadkill
FEAT 10
Prerequisites Trick Driver Dedication
Requirements You are piloting a vehicle.
In your hands, any vehicle is a weapon.
When you use Run Over, you can use your class DC in place of the vehicle's collision DC. Your vehicle can Run Over any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle.
Guns & Gears, page 55.
Robust Health
FEAT 3
Your physiology responds well to first Aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only single gate hour, instead of single gate day.
Robust Recovery
FEAT 2
Prerequisites expert in Medicine
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient's saving throw is a success, the patient gets a critical success.
Core Rulebook, page 266.
Robust Recovery
FEAT 2
Prerequisites expert in Medicine
You learned folk Medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these skill action on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient's saving throw is a success, the patient gets a critical success.
FEAT 12
Drawing on your connection to the Plane of Earth, you form a wall of rock and earth. This has the effect of wall of stone, but the wall's maximum length is 40 feet. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute.
Level (+4) The maximum length of the wall increases by 10 feet, and the Hit Points of each section increase by 5.
Rage of Elements, page 27.
Rock Runner
FEAT 1
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
This feat leads to: Boulder Roll.
Core Rulebook, page 36.
Rock Runner
FEAT 1
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by stone (such as rubble or gravel) and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
FEAT 10
Prerequisites Elementalist Dedication, earth is in your elemental philosophy
You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.
Rage of Elements, page 60.
FEAT 10
Prerequisites Elementalist Dedication
You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.
Secrets of Magic, page 207.
Rogue Dedication
FEAT 2
Prerequisites Dexterity 14
You gain a skill feat and the rogue's surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Special You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.
This feat leads to: Basic Trickery, Advanced Trickery, Evasiveness, Skill Mastery, Sneak Attacker, and Uncanny Dodge.
Core Rulebook, page 229.
Rogue Dedication
FEAT 2
Prerequisites Dexterity +2
You gain a skill feat and the rogue’s surprise attack class feature (page 167). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of
Player Core 1, page 221.
FEAT 6
You form water and earth into a mudslide that smashes your opponents and coats them in mud. Each creature in the area takes 2d8 bludgeoning damage with a basic Fortitude save against your class DC. A creature that fails is also pushed 5 feet (or 10 feet on a critical failure) and coated in mud until the end of its next turn. While coated in mud, the creature falls prone at the end of its movement any time it ends a move action other than a Crawl or Step. The creature can attempt an Acrobatics check or Reflex save against your class DC, avoiding the fall if it succeeds.
Level (+4) The damage increases by 1d8.
Rage of Elements, page 37.
Rokoan Arts
FEAT 9
Ancestral spirits have begun to bond themselves to you, granting you powers characteristic of a rokoa. You can cast speak with animals and status as primal innate spells once per day each.
LOAG, page 138.
FEAT 10
Prerequisites bones or Lore mystery
Once per 10 minutes. You roll a handful of bones to learn (or perhaps influence) the future course of events. Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.
single gate good You or an ally within 30 feet can roll twice on your next attack roll or skill check, taking the higher result. This is a fortune effect.
2 Bad One creature you are observing within 30 feet must Failure, the target must roll twice on their next attack roll or skill check that takes at least one action to Perform, taking the lower result. This is a misfortune effect.
3 Mixed You gain the benefits of rolling both a single gate and a hostile action.
4 Cursed Possibilities Your attempts to meddle in the forces of prophecy bring dire consequences for all. Every creature within 30 feet of you when you Perform the augury rolls twice on their next attack roll or skill check that takes at least one action to Perform; if the highest number rolled is odd, they take the lower result, and if the highest number rolled is even, they take the higher result. If they took the lower result, this effect has the misfortune trait for them, and if they took the higher result, it has the fortune trait.
Player Core 2, page 141.