60 feats, from Schooled In Secrets to Seeker Of Truths.
Part: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Schooled In Secrets · Schooled in Secrets · Scintillating Spell · Scintillating Spell · Scintillating Spell · Scion Transformation · Scorching Column · Scorching Disarm · Scoundrel’s Surprise · Scour the Library · Scouring Rage · Scouring Rage · Scout Dedication · Scout Dedication · Scout's Charge · Scout's Pounce · Scout's Speed · Scout's Warning · Scout's Warning · Scout’s Charge · Scout’s Pounce · Scout’s Speed · Scout’s Warning · Scout’s Warning · Scrap Barricade · Scroll Adept · Scroll Esoterica · Scroll Savant · Scroll Thaumaturgy · Scroll Trickster Dedication · Scroll Trickster Dedication · Scrounger Dedication · Scrounger Dedication · Scrutinizing Gaze · Sculpt Shadows · Scuttle Up · Sea Glass Guardians · Sealed Poppet · Searing Restoration · Seasoned · Seasoned · Second Ally · Second Blessing · Second Chance Spell · Second Shield · Second Shield · Second Sting · Second Sting · Second Thoughts · Second Wind · Second Wind · Secondary Detonation Array · Secret Eyes · Secret Speech · Secrets Of Shadow · Security · See The Unseen · Seedpod · Seeker Arrow · Seeker Of Truths
Schooled In Secrets
FEAT 1
Prerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.
Advanced Player’s Guide, page 208.
Schooled in Secrets
FEAT 1
Prerequisites trained in Occultism
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.
If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.
FEAT 16
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
Advanced Player’s Guide, page 141.
FEAT 16
Your single spell become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darknes trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for single gate round, and those who critically failed are instead blinded for single gate round.
Player Core 1, page 204.
FEAT 16
Your single spell become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for single gate round, and those who critically failed are instead blinded for single gate round.
Player Core 2, page 157.
Scion Transformation
FEAT 17
You go into hibernation for 24 hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of enlarge, and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM's discretion).
LOAG, page 48.
FEAT 1
With an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diameter and 30 feet high, and the bottom must be within 60 feet of you. Each creature in the area takes 1d6 fire damage with a basic Reflex save against your class DC.
The flame remains briefly, making all squares in the column hazardous terrain until the end of your next turn, and you can Sustain the impulse up to 1 minute. A creature takes 1 fire damage each time it moves into one of these squares.
Level (+3) The initial damage increases by 1d6, and the hazardous terrain damage increases by 2.
Rage of Elements, page 28.
FEAT 9
Frequency once per day
You make a weapon unbearable to hold. Attempt an Athletics check to Disarm a target creature. You don't need to have a hand free to make this Disarm attempt. If the Disarm attempt succeeds, the target takes 4d6 fire damage unless it drops the weapon, and on a critical success, it takes 4d6 fire damage and drops the weapon. If you're legendary in Athletics, this increases to 8d6 fire damage.
LOAG, page 104.
FEAT 4
You drop your disguise at the right moment and surprise your target. After you Impersonate someone else using a disguise kit, you can remove your disguise with a dramatic gesture. Any creatures that previously failed to see through your disguise are off-guard against the next attack you make before the end of your turn.
Player Core 1, page 172.
FEAT 10
Requirements gathered lore subconscious mind
Seeing an enemy's attack, you quickly consult multiple scraps of lore in your mind, synthesizing them into the perfect plan.
Make a check to Recall Knowledge (using an appropriate skill) about one creature within 60 feet. On a success, in addition to the normal benefits, you gain a +1 circumstance bonus to your next attack roll against that creature and to your AC against the creature's next attack. On a critical success, the bonuses are +2.
Dark Archive, page 27.
FEAT 6
Prerequisites an instinct that allows you to change your additional damage from Rage to a different damage type
Trigger You Rage.
You emit a powerful surge of instinctual energy when you unleash your potential. Each adjacent creature takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that Rage.
Advanced Player’s Guide, page 110.
FEAT 6
Prerequisites an instinct that allows you to change your
Trigger You rage.
additional damage from rage to a different damage type You emit a powerful surge of instinctual energy when you unleash your anger. Each enemy within 20 feet takes damage equal to your level (basic Fortitude save against during that rage.
Player Core 2, page 80.
Scout Dedication
FEAT 2
Prerequisites trained in Stealth and Survival
You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.
Special You can't select another dedication feat until you have gained two other feats from the scout archetype.
This feat leads to: Fleeting Shadow, Scout's Charge, Scout's Pounce, Scout's Speed, Terrain Scout, and Eclipsed Vitality.
Advanced Player’s Guide, page 188.
Scout Dedication
FEAT 2
Prerequisites trained in Stealth and Survival
You are a highly skilled scout, capable of guiding your allies, detecting imminent threats, and avoiding the attention of dangerous enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity. The bonus to initiative you grant when you Scout is +2 instead of +1.
Player Core 2, page 212.
FEAT 4
Prerequisites Scout Dedication
You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, because you use the terrain around you to catch your foe off-guard.
Advanced Player’s Guide, page 188.
FEAT 10
Prerequisites Scout Dedication
Requirements You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy.
You leap from the shadows to strike your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, your foe is flat-footed against both attacks. Your multiple attack penalty applies normally for both attacks.
Advanced Player’s Guide, page 188.
Scout's Speed
FEAT 6
Prerequisites Scout Dedication
You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.
Advanced Player’s Guide, page 188.
FEAT 4
Trigger You are about to roll a Perception or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or the auditory trait, respectively.
Core Rulebook, page 172.
FEAT 4
Trigger You are about to roll a Perception or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
Core Rulebook, page 186.
FEAT 4
Prerequisites Scout Dedication
You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against it. For your Feint, you can attempt a Stealth check instead of the Deception check that’s usually required, using the terrain around you to surprise your foe.
Player Core 2, page 212.
FEAT 10
Prerequisites Scout Dedication
Requirements You are hidden from or undetected by all of your opponents, and you aren’t within 10 feet of any enemy.
You leap from the shadows to strike at your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, the target is off-guard against both attacks. Your multiple attack penalty applies normally for both attacks.
Player Core 2, page 212.
Scout’s Speed
FEAT 6
Prerequisites Scout Dedication
You move faster, especially when traveling, allowing you to scout out ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.
Player Core 2, page 212.
FEAT 4
Trigger You are about to roll a Perception or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +single gate circumstance bonus to their initiative rolls.
Depending on whether you use gestures or call out, this action gains either the visual or the auditory trait, respectively.
Player Core 1, page 159.
FEAT 4
Trigger You are about to roll a Perception or Survival check for initiative.
You visually or audibly warn your allies of danger, granting them each a +single gate circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
Player Core 1, page 172.
FEAT 6
Ragged pieces of metal weld together into a ramshackle structure. The barricade is up to 30 feet long, 15 feet high, and 1/2 inch thick. It must form in a straight line in an unbroken open space that doesn't pass through any creatures or objects, or the impulse fails. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points, and it's immune to critical hits and precision damage. If any section is destroyed, the entire wall collapses, and each creature adjacent to the wall takes 2d8 slashing damage with a basic Reflex save against your class DC. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute.
Level (+2) The maximum length of the wall increases by 10 feet, the HP of each section increases by 10, and the damage when it's destroyed increases by 1d8.
Rage of Elements, page 30.
Scroll Adept
FEAT 10
During your daily preparations, you can create two temporary scrolls containing arcane single spell from your spellbook. Each scroll must be of a different spell rank, and both spell ranks must be 2 or more ranks lower than your highest-rank spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value if sold.
As normal for a scroll, these are consumable uncommon weapons of light Bulk, and someone holding the item in one hand can Cast the Spell from it if it’s on their spell list, using their spell attack modifier and spell three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.
Player Core 1, page 203.
Scroll Esoterica
FEAT 6
Prerequisites Scroll Thaumaturgy
Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell of any tradition. The spell must be common, or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to Learn the Spell.
At 8th level, add a second temporary scroll containing a 2nd-level spell.
Dark Archive, page 44.
Scroll Savant
FEAT 10
Prerequisites expert in Crafting
During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value.
If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.
Core Rulebook, page 212.
Scroll Thaumaturgy
FEAT 1
Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica.
This feat leads to: Scroll Esoterica.
Dark Archive, page 42.
Scroll Trickster Dedication
FEAT 2
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that's a scroll, you get a failure instead.
Special You can't select another dedication feat until you gain two other feats from the scroll trickster archetype.
This feat leads to: Basic Scroll Cache, Expert Scroll Cache, Master Scroll Cache, and Skim Scroll.
Advanced Player’s Guide, page 189.
Scroll Trickster Dedication
FEAT 2
Prerequisites trained in Arcana, Nature, Occultism, or Religion
You’ve studied scrolls in depth. This might have been a comprehensive education in a formal setting or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn’t mean to explode. You gain the Trick Magic Item feat (Player Core 264), and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that’s a scroll, you get a failure instead.
Player Core 2, page 213.
Scrounger Dedication
FEAT 2
Prerequisites trained in Crafting
You can Craft items even without appropriate tools or a workshop, though you take a –2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all.
You can Craft temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6–9 on page 288 of the Core Rulebook)
Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text.
You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to Craft a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the Crafting check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM).
Special You can't select another dedication feat until you have gained two other feats from the scrounger archetype.
This feat leads to: Expert Disassembly, High-quality Scrounger, and Reverse Engineering.
Advanced Player’s Guide, page 190.
Scrounger Dedication
FEAT 2
Prerequisites trained in Crafting
While others need specialized tools and a dedicated space, you have found a way to build just about anything, anywhere.
You can Craft items even without appropriate tools or a workshop. Additionally, you don’t need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. You gain the Cobble Together activity.
Cobble Together (exploration) You Craft a temporary item (page 174) out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be one you’ve memorized or have the formula for, and must be common, non-magical, half your level or lower, and must be a weapon, armor, or a non-consumable piece of adventuring gear (non-consumable adventuring gear appears on page 291 of Player Core). Instead of a single item, you can create 10 pieces of a single type of ammunition. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one with random pages, you couldn’t use it as a scholarly journal or a religious text.
An item you Cobble Together is a shoddy item, but when creating it you can choose one creature to build it specifically for. That creature doesn’t take the normal penalty for using this shoddy item. Your temporary item lasts for 1d4 hours the number of hours secretly.
Player Core 2, page 214.
Scrutinizing Gaze
FEAT 13
Access You are from Zouzeikod or Tobraid.
Your family's traditions of defending against Falaiziavrul's undead have granted you a sixth sense for detecting spirits, haunts, and other restless dead, no matter their form or the strength of their presence. You gain a +2 circumstance bonus to Perception checks to Sense Motive when trying to determine if a creature is possessed or under the influence of an effect that would make them controlled, a +2 circumstance bonus to Perception checks made to see through disguises worn by undead, and a +2 circumstance bonus when using the Seek action to find hidden or undetected haunts or undead within 30 feet of you.
If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice haunts or undead within 30 feet anyway. This check doesn't gain the usual +2 circumstance bonus, and instead takes a –2 circumstance penalty.
Guns & Gears, page 201.
FEAT 9
You coax nearby shadows into the shape of a simple weapon or a simple tool or item, using a tiny piece of your shadow to make it solid; in doing so, you lose 1 Hit Point. You can create only level-0 common, non-consumable weapons, or adventuring gear with no intricate parts, written text, or other complicated components.
The item lasts until used for a single activity, until you Sculpt Shadows again, or for 1 minute, whichever comes first. Once the duration expires, the object dissipates, and you regain the lost Hit Point unless the item was Broken or Destroyed. As the object holds a tiny sliver of your shadow, you can't recover the lost Hit Point until after the object dissipates.
LOAG, page 88.
Scuttle Up
FEAT 1
Prerequisites athamasi or xyloshi
Your environment requires you to climb cave walls or tree trunks with great regularity. You gain a Climb speed of 10 feet.
LOIL, page 43.
FEAT 12
Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. Their forms vary and might include eels formed of undulating water or ice crystals whirling in the shape of a jellyfish. The guardians flow around combatants and don't occupy a space. They attempt to intercept all dangers, granting you and your allies within your kinetic aura a +1 status bonus to AC and saving throws.
If any creature affected is critically hit or critically fails at a saving throw against an attack, effect from an enemy, or hazard and remains above 0 HP, the guardians reach out to heal that creature. The creature regains 4d8+8 Hit Points, and the impulse ends. If the creature is in water, the healing dice are d10s instead of d8s.
Level (+3) The healing increases by 1d8+4.
Rage of Elements, page 33.
Sealed Poppet
FEAT 5
You've reinforced your interior parts with sealant or other flame-retardant materials, protecting you from fire. You no longer have the weakness to fire from the flammable ability.
Special You can't take this feat if you're a stuffed poppet.
LOTGB, page 64.
FEAT 2
They told you there was no way that explosions could heal people, but they were fools... Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance.
At 3rd level, and every 2 levels thereafter, increase the healing by 1d10.
Special If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.
Guns & Gears, page 26.
Seasoned
FEAT 1
Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting
You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.
Advanced Player’s Guide, page 209.
Seasoned
FEAT 1
Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting
You've mastered the preparation of many types of food and drink. You gain a +single gate circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.
Second Ally
FEAT 8
Prerequisites divine ally
Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits.
Core Rulebook, page 113.
Second Blessing
FEAT 8
Prerequisites blessing of the devoted
Your continued service grants you another boon. Choose a second blessing of the devoted (different from your first one) and gain its benefits.
Player Core 2, page 97.
Second Chance Spell
FEAT 18
When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can Cast the Spell again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn't grant you any benefits that you would normally gain for Casting a Spell from a spell slot.
Advanced Player’s Guide, page 143.
FEAT 6
Prerequisites Viking Dedication
Trigger Your Shield Block causes your shield to break or be destroyed.
You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair—you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the Raise a Shield action, as normal.
Advanced Player’s Guide, page 198.
FEAT 6
Prerequisites Viking Dedication
Trigger Your Shield Block causes your shield to break or be destroyed.
You’re used to your shield breaking in the middle of battle, and you’re prepared to use a backup or any convenient nearby object to defend yourself. You Interact to draw a shield on your person or an unattended shield within your reach.
If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— determines if something can be used as an improvised shield. Your new shield isn’t raised until you use the Raise a Shield action, as normal.
Player Core 2, page 220.
FEAT 12
Requirements You are wielding two melee weapons, each in a different hand.
You read your prey's movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect.
Failure You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)Core Rulebook, page 175.
FEAT 12
Requirements You are wielding two melee weapons, each in a different hand.
You read your prey’s movements and transform them into openings, so failures with one Weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following Failure effect.
Failure You deal the damage the other required Weapon would have dealt on a hit, excluding all damage dice.
(This removes dice from Weapon runes, single spell, and special abilities, not just Weapon damage dice.)
Player Core 1, page 162.
FEAT 18
Trigger You Cast a mental spell that targets one creature, and it critically succeeds at its Will save.
When your target proves resilient to your magical deceptions, you can try them again on someone else. You can Cast the triggering Spell a second time, targeting a different creature, without expanding an additional spell slot. You can do so only until the end of your next turn, and you can’t use Second Thoughts on it after the second casting of the spell.
Player Core 1, page 205.
Second Wind
FEAT 2
You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you're fatigued until you rest for 10 minutes.
Core Rulebook, page 89.
Second Wind
FEAT 2
You can enter a second rage, but afterward you need to (or a full turn if you have the revitalizing rage class feature).
If you do, once this rage ends you become fatigued until you rest for 10 minutes.
Player Core 2, page 77.
FEAT 14
You divert some of your spell’s energy into an unstable runic array. If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a 5-foot burst within that area. At the beginning of your next turn, the circle detonates, dealing 1d6 force damage per rank of the spell to all creatures within the circle, with a basic Reflex save the circle deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Player Core 1, page 204.
Secret Eyes
FEAT 13
You can call forth an invisible eye to let you peek on secrets. Once per day, you can cast prying eye as an innate occult spell.
LOME, page 126.
Secret Speech
FEAT 1
Prerequisites trained in Deception
Choose a secret society (such as the Stiamoreim or the Thaigred Network). You've learned that society's secret cant or jargon, enabling you to share condition hidden messages when signing or speaking with others who've also learned it. If an observer succeeds at a Perception check against your Deception DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a Society check against your Deception DC. On a critical success, they learn not only the message, but also who you're passing the message to.
Special You can take this feat multiple times. You learn the secret speech of a different society each time.
Age of Ashes #3: Tomorrow Must Burn, page 73.
Secrets Of Shadow
FEAT 12
Prerequisites Shadow Reservoir
Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm.
Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that.
In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain negative resistance equal to the highest level of spell you can cast from spell slots; if you have negative healing (or are otherwise harmed by positive damage and not negative damage), you instead gain positive resistance in the same amount.
Secrets of Magic, page 226.
Security
FEAT 4
Prerequisites shields of the Spirit instinct
Those you shield can benefit from your lasting protection. You can Cast shields of the Spirit instinct using 2 skill action instead of single gate. If you do, you can choose one ally in your divine smite’s aura to gain a spirit shield that accompanies it. For 1 minute, that ally gains the benefits of shields of the Spirit instinct, even while the ally isn’t in your divine smite’s aura and even if your shield isn’t raised. If you create another companion shield, any previous one ends.
Player Core 2, page 95.
See The Unseen
FEAT 13
You notice things that others can't see at all. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you. You only need a successful DC 5 flat check to target a hidden creature.
LOME, page 118.
Seedpod
FEAT 1
Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 10 feet that deals 1d4 bludgeoning damage; these Strikes have the manipulate trait. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target's Speed for 1 round. Seedpods do not add critical specialization effects.
This feat leads to: Thorned Seedpod.
LOCG, page 54.
FEAT 14
Prerequisites Eldritch Archer Dedication
Your shots zip around corners and fly at impossible angles to reach your target. Make a bow Strike against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's concealed condition and all cover.
Advanced Player’s Guide, page 173.
Seeker Of Truths
FEAT 4
Prerequisites Eldritch Researcher Dedication
Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you Refocus by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol—such as the word of truth focus spell—it instead manifests as a strange shape unique to you that seems to defy geometry.
Special You can take this feat up to three times, selecting a different domain each time.
This feat leads to: Advanced Seeker Of Truths.