Feats: R (Part 1 of 6)

60 feats, from Rabid Sprint to Ravenous Charge.

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Part: 1 2 3 4 5 6

Rabid Sprint · Radiant Armament · Radiant Blade Master · Radiant Blade Spirit · Radiant Burst · Radiant Circuitry · Radiant Infusion · Radiate Glory · Raging Athlete · Raging Athlete · Raging Intimidation · Raging Intimidation · Raging Thrower · Raging Thrower · Rain Of Bolts · Rain Of Embers Stance · Rain of Razors · Rain of Rust · Rain-scribe Mobility · Rain-scribe Sustenance · Raise A Tome · Raise Symbol · Rakshasa Magic · Rakshasa Ravaged · Rallying Anthem · Rallying Charge · Rallying Charge · Rallying Cry · Rallying Cry · Rampaging Ferocity · Rampaging Ferocity · Rampaging Form · Ranged Combatant · Ranged Disarm · Ranged Reprisal · Ranger Dedication · Ranger Dedication · Ranger Resiliency · Ranger Resiliency · Ranger's Bramble · Rapid Affixture · Rapid Affixture · Rapid Manifestation · Rapid Mantel · Rapid Mantel · Rapid Reattunement · Rapid Recharge · Rapid Response · Rapid Response · Rat Familiar · Rat Form · Rat Magic · Ratfolk Growth · Ratfolk Lore · Ratfolk Roll · Ratspeak · Rattle the Earth · Ravel of Thorns · Ravening's Desperation · Ravenous Charge

Rabid Sprint

FEAT 5

flourish kholo 

Prerequisites dog kholo heritage

Requirements You have both your hands free.

You run on all fours as fast as you can. Stride three times.

Player Core 2.

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Radiant Armament

FEAT 10

champion 

Prerequisites blessed armament

Your blessed armament radiates power, further enhancing your chosen Weapon. When you choose the Weapon for your blessed armament during your daily preparations, add the astral and brilliant property runes to the list of effects you can choose from. If you’re holy, also add the holy rune, and if you’re unholy, also add the unholy rune.

In addition, you can change the rune you’ve selected for the day to a different rune from your list as a 10-minute activity that has the concentrate, divine, and exploration traits.

Changing the rune doesn’t restore abilities that can be used only a limited number of times, such as holy healing for the holy rune.

Player Core 2, page 97.

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Radiant Blade Master

FEAT 20

champion 

Prerequisites divine ally (blade), Radiant Blade Spirit

Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: dancing, greater disrupting, and keen.

Core Rulebook, page 115.

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Radiant Blade Spirit

FEAT 10

champion 

Prerequisites divine ally (blade)

Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause's alignment.

This feat leads to: Radiant Blade Master.

Core Rulebook, page 113.

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Radiant Burst [>>]

FEAT 13

fire ifrit incapacitation light visual 

Frequency once per day

Your skin glows with intensity. Creatures within 10 feet who can see you must succeed at a Fortitude save against your class DC or spell DC, whichever is higher.

Critical Success The creature is unaffected.Success The creature is dazzled for 1 round.Failure The creature is blinded for 1 round and dazzled for 4 rounds.Critical Failure The creature is blinded for 4 rounds and dazzled for 10 minutes.

LOAG, page 104.

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Radiant Circuitry [>]

FEAT 1

android concentrate light 

Your biological circuitry emits light like a torch, casting bright light in a 20-foot radius (and dim light for the next 20 feet). The light shuts off when you take this action again or are knocked unconscious.

LOAG, page 73.

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Radiant Infusion [>]

FEAT 4

cleric concentrate metamagic 

Prerequisites good alignment, healing font

You pour invigorating positive energy into a living ally. If the next action you use is to cast heal to restore Hit Points to a single living creature, the target deals an additional 1d6 positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the heal spell is at least 5th level, this damage increases to 2d6, or 3d6 if the spell is at least 8th level.

Advanced Player’s Guide, page 122.

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Radiate Glory [>]

FEAT 17

aasimar divine evocation light visual 

Your inherent glory radiates into the world with all the divine power of the celestial planes for 1 minute.

Any creature that can see you while you Radiate Glory must attempt a Will saving throw against your class DC or spell DC, whichever is higher. The creature then becomes temporarily immune to this effect for 24 hours.

Critical Success The creature is unaffected.Success You are concealed to the creature for 1 round by the shining light, but can't use this concealment to Hide, as normal for when your location is obvious.Failure As success, except you are concealed to the creature while your glory radiates.Critical Failure You are hidden to the creature while your glory radiates, lost amid the radiant corona of your presence. Your general position is still obvious, so you can't use this to Sneak.

LOAG, page 12.

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Raging Athlete

FEAT 4

barbarian 

Prerequisites expert in Athletics

Physical obstacles can't hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.

Core Rulebook, page 89.

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Raging Athlete

FEAT 4

barbarian 

Prerequisites expert in Athletics

Physical obstacles can’t hold back your fury. While you are raging, you gain a Climbing Speed and Swimming Speed equal to decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet, and to 20 feet if your Speed is at least 30 feet.

Player Core 2, page 78.

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Raging Intimidation

FEAT 1

barbarian 

Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Core Rulebook, page 88.

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Raging Intimidation

FEAT 1

barbarian 

Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death skill action (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill wizard Intimidating Glare and Scare to Death, you gain these wizard.

Player Core 2, page 77.

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Raging Thrower

FEAT 1

barbarian 

Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.

Core Rulebook, page 88.

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Raging Thrower

FEAT 1

barbarian 

Thrown weapons become especially deadly in your fury.

You apply the additional damage from rage to your thrown Weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown Weapon attacks.

Player Core 2, page 77.

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Rain Of Bolts [>>]

FEAT 9

automaton 

Prerequisites sharpshooter automaton

Frequency once per day

Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 30-foot cone or a 10-foot emanation. Foes in the area take 6d6 piercing damage. This increases to 7d6 at 12th level, 8d6 at 15th level, and 9d6 at 18th level.

Enhancement The projectiles regenerate quicker, they are much more powerful, and you can refine the metallic content to harm certain creatures. You can use Rain of Bolts once per hour instead of once per day. The damage increases to 12d6 and each time you use the action, you can choose adamantine, cold iron, or silver. The damage from Rain of Bolts is treated as the metal you chose. At 20th level, the damage increases to 13d6.

Guns & Gears, page 42.

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Rain Of Embers Stance [>]

FEAT 1

rare fire monk stance 

Requirements You are unarmored.

You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that dance with biting flames. The only Strikes you can make are fire talon Strikes. These deal 1d4 fire damage; are in the brawling group; and have the agile, finesse, fire, nonlethal, and unarmed traits.

While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1).

This feat leads to: Blazing Talon Surge and Explosive Death Drop.

LOPSG, page 119.

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Rain of Razors [>>>]

FEAT 12

impulse kineticist metal overflow primal 

Razor-sharp slivers of metal fall from the sky. Each creature in a 20-foot burst within 60 feet takes 9d6 slashing damage with a basic Reflex save against your class DC. The razors embed in all surfaces in the area, making them hazardous terrain for 1 minute. A creature that moves through this hazardous terrain takes 3 slashing damage for every square of the area it moves into.

Level (+2) The initial damage increases by 1d6 and the hazardous terrain damage increases by 1.

Rage of Elements, page 31.

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Rain of Rust [>>>]

FEAT 4

composite impulse kineticist metal primal water 

You conjure a red raincloud in a 10-foot burst within 60 feet, which pours rust-colored rain directly below it. Any creature in the rain with the metal trait, that is made of metal, or is wearing metal armor is covered in corrosive build-up. Any such creature is clumsy 1 as long as it remains in the area. If such a creature is in the rain at the start of its turn, it takes 3d6 damage with a basic Fortitude save against your class DC, plus 1d6 persistent damage if it fails. Damage from this impulse ignores Hardness.

Level (+2) The initial damage increases by 1d6.

Rage of Elements, page 36.

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Rain-scribe Mobility [>>]

FEAT 10

archetype 

Prerequisites Falutairnn Attendant Dedication, Rain-Scribes affiliation

You surround yourself in a mantle of Rain-Scribe magic and Stride twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain).

LOCG, page 103.

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Rain-scribe Sustenance

FEAT 6

archetype 

Prerequisites Falutairnn Attendant Dedication, Rain-Scribes affiliation

You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots.

You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge.

LOCG, page 102.

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Raise A Tome [>]

FEAT 1

magus 

Requirements You're holding a book.

You raise up the book you're holding and flip it open to defend yourself and expedite your studies. The book remains raised until the start of your next turn.

While you have a book raised, you gain a +2 circumstance bonus to AC and a +1 circumstance bonus to Recall Knowledge to identify creatures using a skill related to the subject of the book (Arcana if you're using your spellbook). This bonus is in addition to any item bonus the book normally gives to the check.

If you have Shield Block, you can use the tome for that feat (Hardness 3, HP 12, BT 6) as though it were a shield. Whenever you use an ability that allows you to Raise a Shield, such as Emergency Targe, you can Raise a Tome instead, changing any requirements that normally require a shield to apply to your book.

This feat leads to: Shielded Tome.

Secrets of Magic, page 42.

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Raise Symbol [>]

FEAT 4

cleric 

Requirements You are wielding a religious symbol.

You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it's raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead.

If the religious symbol you're raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield.

Player Core 1, page 116.

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Rakshasa Magic

FEAT 9

tiefling 

Prerequisites Beastbrood

You remember the secrets of your rakshasa forebears and know how to apply those memories to get results. You can cast humanoid form and illusory creature once per day each as 2nd-level divine innate spells.

LOAG, page 63.

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Rakshasa Ravaged

FEAT 9

vanara 

Prerequisites expert in Occultism

You and your family know well the ravages of rakshasa predations, and you know how to best defend yourself against their growing corruption in the world. You gain a +1 circumstance bonus to saving throws against occult spells.

LOIL, page 57.

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Rallying Anthem

FEAT 4

bard 

You learn the Rallying Anthem composition cantrip (page 371), which protects you and allies.

Player Core 1, page 102.

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Rallying Charge [>>]

FEAT 6

archetype open visual 

Prerequisites Marshal Dedication

Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.

Advanced Player’s Guide, page 180.

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Rallying Charge [>>]

FEAT 6

archetype visual 

Prerequisites Marshal Dedication

Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.

Player Core 2, page 205.

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Rallying Cry [>>]

FEAT 17

auditory hobgoblin 

Frequency once per day

You call out to your allies and push them to give their all in combat. All allies within 30 feet that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become quickened for 1 minute but can only use the extra action to Step, Stride, or Strike.

LOAG, page 36.

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Rallying Cry

FEAT 17

auditory hobgoblin 

Once per day, you call out to your allies and push them to give their all in combat. All allies in a 30-foot emanation that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become quickened for single gate minute but can use the extra action only to Step, Stride, or Strike.

Player Core 2.

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Rampaging Ferocity [F]

FEAT 17

orc 

Prerequisites Orc Ferocity

Trigger You use Orc Ferocity.

You lash out viciously even as you fend off death. Make a single melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn't count against its frequency.

Advanced Player’s Guide, page 19.

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Rampaging Ferocity

FEAT 17

orc 

Prerequisites Orc Ferocity

Trigger You use Orc Ferocity.

You lash out viciously even as you fend off death. Make a single gate melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn't count against its frequency.

Player Core 1.

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Rampaging Form

FEAT 17

kitsune 

Prerequisites Change Shape with a fox alternate form

Once per day, when you Change Shape into a fox, you can instead gain the effects of both the canine form of 5th-level animal form and 7th-level fiery body for 1 minute or until you shift back, whichever comes first. You can cast produce flame from the fiery body effect even though you're in a battle form.

Special If you are a frozen wind kitsune, your form is ice instead of fire. This changes the immunity and damage from the fiery body effect to cold, changes the weakness to fire, and changes produce flame to ray of frost.

LOAG, page 126.

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Ranged Combatant

FEAT 2

evolution summoner 

Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance. It gains a ranged unarmed attack with a range increment of 30 feet that deals 1d4 damage and has the magical and propulsive traits. When you select this feat, choose a damage type: acid, bludgeoning, cold, electricity, fire, negative, piercing, positive, or slashing.

If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment.

Secrets of Magic, page 68.

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Ranged Disarm [>]

FEAT 14

archetype 

Prerequisites Bullet Dancer Dedication,

Requirements You're wielding a simple firearm.

When using a simple firearm, you can shoot objects right out of your enemy's hands. Attempt to Disarm the target using a ranged attack roll with your simple firearm, instead of attempting an Athletics check against the target's Reflex DC.

Guns & Gears, page 132.

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Ranged Reprisal

FEAT 1

champion 

Prerequisites Paladin cause

You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.

Core Rulebook, page 109.

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Ranger Dedication

FEAT 2

archetype dedication multiclass 

Prerequisites Dexterity 14

You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC.

You can use the Hunt Prey action (page 168).

Special You cannot select another dedication feat until you have gained two other feats from the ranger archetype.

This feat leads to: Basic Hunter's Trick, Advanced Hunter's Trick, Master Spotter, and Ranger Resiliency.

Core Rulebook, page 228.

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Ranger Dedication

FEAT 2

archetype dedication multiclass ranger 

Prerequisites Dexterity +2

You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of If you gain a warden spell through this archetype, Your spellcasting attribute is Wisdom.

You can use the Hunt Prey action (page 154).

Player Core 1, page 220.

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Ranger Resiliency

FEAT 4

archetype 

Prerequisites Ranger Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier

You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.

Core Rulebook, page 228.

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Ranger Resiliency

FEAT 4

archetype ranger 

Prerequisites Ranger Dedication, class

granting no more Hit Points per level than 8 + your Constitution modifier You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.

Player Core 1, page 220.

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Ranger's Bramble

FEAT 6

ranger 

Prerequisites warden spells

You can cause plants to grow and trap your foes with thorns. You gain the ranger's bramble warden spell. Increase the number of Focus Points in your focus pool by 1.

Advanced Player’s Guide, page 132.

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Rapid Affixture

FEAT 7

general skill 

Prerequisites master in Crafting

You take only 1 minute to Affix a Talisman. If you're legendary in Crafting, you can Affix a Talisman as a 3-action activity.

Advanced Player’s Guide, page 208.

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Rapid Affixture

FEAT 7

general skill 

Prerequisites master in Crafting

You take only single gate minute to Affix a Talisman (GM Core 263). If you're legendary in Crafting, you can Affix a Talisman as a 3-action activity.

Player Core 2.

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Rapid Manifestation [F]

FEAT 6

archetype 

Prerequisites Soulforger Dedication

Trigger You roll initiative or a hazard attacks you.

Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament.

Secrets of Magic, page 236.

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Rapid Mantel

FEAT 2

general skill 

Prerequisites expert in Athletics

You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.

Core Rulebook, page 265.

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Rapid Mantel

FEAT 2

general skill 

Prerequisites expert in Athletics

You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand up. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand up as part of that action.

Player Core 1.

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Rapid Reattunement

FEAT 14

concentrate exploration kineticist 

Prerequisites reflow elements

You spend 10 minutes realigning your elemental connections in an elemental trance. Replace one of your impulse feats using the same process as reflow elements. If you have double reflow, you can replace two impulse feats instead of one.

Rage of Elements, page 23.

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Rapid Recharge [F]

FEAT 10

magus 

Prerequisites Spellstrike

Frequency once per day

You tap into an arcane trick to recover your ability to meld spells and attacks. You recharge your Spellstrike.

Secrets of Magic, page 47.

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Rapid Response [R]

FEAT 2

cleric 

Trigger An ally is reduced to 0 Hit Points.

You work quickly and efficiently in times of danger to deliver needed assistance. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.

Advanced Player’s Guide, page 122.

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Rapid Response [R]

FEAT 2

cleric 

Trigger An ally is reduced to 0 Hit Points.

You work quickly in emergencies. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.

Player Core 1, page 115.

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Rat Familiar

FEAT 1

ratfolk 

You have a pet rat that has become magically bonded to you. You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat.

Advanced Player’s Guide, page 22.

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Rat Form [>]

FEAT 9

concentrate polymorph primal ratfolk transmutation 

You can transform into an innocuous-looking rat to scout an area or slip through tight spaces. You gain the effects of a 1st-level pest form spell, except that you must assume the battle form of a Tiny rat.

Advanced Player’s Guide, page 23.

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Rat Magic

FEAT 5

ratfolk 

There always seems to be a little rat around to carry messages for you. You can cast animal messenger once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost.

Advanced Player’s Guide, page 23.

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Ratfolk Growth

FEAT 17

ratfolk 

You call upon the familial bonds you share with other gikhagrorn to defend them in battle. You can cast enlarge as a 6th-level primal innate spell once per day. You can target only yourself and other ratfolk with this spell.

LOAG, page 56.

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Ratfolk Lore

FEAT 1

ratfolk 

Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ratfolk Lore.

Advanced Player’s Guide, page 22.

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Ratfolk Roll [>>]

FEAT 5

move ratfolk 

Your ability to curl up into a tight ball comes in handy. You roll up into a ball and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling safely.

Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You're slowed 2 each turn after the first that you keep rolling, and if you hit an obstacle on a turn after the first, you and the obstacle both take 4d6 bludgeoning damage and you stop rolling.

LOAG, page 56.

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Ratspeak

FEAT 1

ratfolk 

To you, the squeaking of rats and other rodents makes a strange kind of sense. You can ask questions of, receive answers from, and use the Diplomacy skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents.

Advanced Player’s Guide, page 22.

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Rattle the Earth [>>]

FEAT 12

earth impulse kineticist overflow primal 

Striking the ground with the gravity of the deepest rocks, you cause an earthquake. This has the effects of earthquake but comes from you, with an area of a 60-foot cone or an emanation with the same size as your kinetic aura. You and your space are unaffected by the quake. The fissures are only 10 feet deep, and the DC of the flat check for a collapse is 4 higher.

Level (16th) Fissures are 20 feet deep, and the DC of the flat check is 2 higher.

Level (20th) The fissures and flat check are unchanged from the spell.

Rage of Elements, page 27.

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Ravel of Thorns [>]

FEAT 4

impulse kineticist plant primal stance wood 

Thorny vines grow in geometric patterns on surfaces in your kinetic aura. A creature that starts its turn in the thorns takes a –10-foot circumstance penalty to its Speeds until it leaves the area. The thorns are hazardous terrain. A creature takes 2 piercing damage each time it moves into one of these squares.

If any square the thorns grow on is water or soil, double the hazardous terrain damage for all thorns. If you move, the thorns disappear; new thorns grow at the end of your turn.

Level (+4) The damage increases by 1.

Rage of Elements, page 34.

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Ravening's Desperation

FEAT 1

uncommon general skill 

Prerequisites trained in Thaegouked Lore

Your study of the Beast of Leimorel has taught you how to make do in the most trying of circumstances rather than succumb to weakness. As long as your current Hit Points are less than half your maximum Hit Points, you gain a +1 circumstance bonus to Survival and Stealth checks. If your current Hit Points are less than a quarter your maximum Hit Points, the circumstance bonus is +2 instead.

Extinction Curse #3: Life’s Long Shadows, page 67.

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Ravenous Charge [>>]

FEAT 4

archetype open 

Prerequisites Zombie Dedication

Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You Stride. If you end your movement within melee reach of a living creature, you can make an Athletics check to Grapple that creature. If you succeed, you then make a jaws Strike against that creature.

Book of the Dead, page 61.

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