60 feats, from Thrown Voice to Tracing Sigil.
Thrown Voice · Thunder Clap · Thunder God's Fan · Thwart Evil · Tidal Hands · Tidal Shield · Tide-hardened · Tiger Slash · Tiger Slash · Tiger Stance · Tiger Stance · Tiller's Aid · Tiller's Drive · Timber Sentinel · Time Dilation Cascade · Time Mage Dedication · Timeless Body · Timeless Nature · Timeless Nature · Timeline-Splitting Spell · Tinkering Fingers · Tireless Guide's Mask · Titan Slinger · Titan Slinger · Titan Swing · Titan Wrestler · Titan Wrestler · Titan's Stature · Titan’s Stature · To Battle! · To Battle! Or · To The Ends Of The Earth · To The Ends Of The Earth · Tobraid Agent Dedication · Tokaikral Dedication · Tomb-watcher's Glare · Tongue Disarm · Tongue Of Sun And Moon · Tongue Tether · Tools Of The Trade · Tools Of The Trade · Topple Foe · Topple Foe · Topple Giants · Toppling Dance · Toppling Dance · Toppling Tentacles · Torch Goblin · Torrent in the Blood · Torrential Backlash · Touch Focus · Tough Skin · Tough Tumbler · Toughness · Toughness · Toulem · Tower Shield Mastery · Towering Presence · Towering Size · Tracing Sigil
Thrown Voice
FEAT 5
You've learned how to throw your voice through the winds, tricking others as to your location. You can cast ventriloquism as a primal innate spell once per day. If you're a songbird strix, you can cast it twice per day instead.
LOAG, page 138.
FEAT 6
Prerequisites Powder Punch Stance
Requirements You're in Powder Punch Stance.
You slam your hands together to unleash a deafening blast. Creatures in a 15-foot cone take 3d6 sonic damage, with a basic Fortitude save against your class DC.
Creatures that critically fail their save are also deafened for 1 minute. You can't use this ability again for 1d4 rounds as your hands recover from the thunderous vibrations. At 8th level, and every 2 levels thereafter, the damage from Thunder Clap increases by 1d6.
OoA1, page 79.
Thunder God's Fan
FEAT 13
Prerequisites Wind God's Fan
A wave of your fan unleashes the fury of the storm. You can Activate your tengu feather fan one additional time per day. Add the 5th-level lightning bolt spell to the spells contained within your fan.
LOAG, page 60.
FEAT 14
Prerequisites Sitreiku Sentry Dedication, master in Religion
Frequency once per day
Trigger A creature you can see uses a spell or ability that has the evil or negative traits.
You react instinctively when you sense evil forming, thrusting your spiritual energy toward the source to snuff out evil before it fully manifests. Attempt to counteract the triggering spell or ability using your Religion modifier as your counteract modifier.
LOKL, page 79.
FEAT 1
With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15-foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet.
Level (+2) The damage increases by 1d8.
Rage of Elements, page 32.
FEAT 17
Frequency once per day
You conjure the force of the tides to gain a +4 circumstance bonus to AC until the end of your next turn. Any allies adjacent to you during the duration gain a +2 circumstance bonus to AC as long as they remain adjacent to you. You can Sustain the effect to a maximum duration of 5 rounds. When a creature receiving a circumstance bonus to AC from Tidal Shield would take damage from an attack, as a reaction, you can reduce the damage to that creature by 40; after you do so, Tidal Shield ends.
LOAG, page 120.
Tide-hardened
FEAT 1
You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against cold and water effects. If you roll a success on a save against a cold or water effect, you get a critical success instead.
LOAG, page 119.
FEAT 6
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.
Core Rulebook, page 161.
FEAT 6
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra Weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.
Player Core 2, page 123.
FEAT 1
Requirements You are unarmored.
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
This feat leads to: Tiger Slash.
Core Rulebook, page 159.
FEAT 1
Requirements You are unarmored.
You enter the stance of a tiger and can make tiger claw attacks.
These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
Player Core 2, page 119.
Tiller's Aid
FEAT 10
Prerequisites Bellflower Dedication
You can use the Aid reaction to help a member of your crop even if you haven't prepared to do so.
Age of Ashes #3: Tomorrow Must Burn, page 75.
Tiller's Drive
FEAT 10
Prerequisites Bellflower Dedication
Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed.
Age of Ashes #3: Tomorrow Must Burn, page 75.
FEAT 1
A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains.
Rage of Elements, page 34.
FEAT 20
You borrow a bit of time from the future to act now. Make six Strikes. Your multiple attack penalty applies normally to these Strikes. If you successfully hit a creature with multiple Strikes, combine those Strikes' damage for the purpose of resistances and weaknesses. On your next turn, you regain 1 action instead of 3. This is before any alteration in your actions due to the quickened, slowed, and stunned conditions.
Fists of the Ruby Phoenix #3: King of the Mountain, page 77.
Time Mage Dedication
FEAT 6
Prerequisites You have a spellcasting class feature.
You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand.
As some of your future knowledge leaks back to your present self, you gain the delay consequence domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus activity to revisit moments from your past and contemplate futures yet to come. If you already knew delay consequence from a feat or ability that allows you to gain your choice of domain spell, such as Domain Initiate, then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain time sense as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites.
Special You can't select another dedication feat until you have gained two other feats from the time mage archetype.
This feat leads to: Chronocognizance, Chronomancer's Secrets, Future Spell Learning, What Could Have Been, Into the Future, Purge of Moments, and Timeline-Splitting Spell.
Dark Archive, page 184.
Timeless Body
FEAT 14
You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level.
Core Rulebook, page 164.
Timeless Nature
FEAT 14
With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.
Core Rulebook, page 139.
Timeless Nature
FEAT 14
With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.
Player Core 1, page 135.
FEAT 18
Prerequisites Time Mage Dedication
Frequency once per day
You invest in two futures, then choose the one to make a reality. You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls.
Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline.
Dark Archive, page 185.
Tinkering Fingers
FEAT 1
You're good with your hands and can quickly improvise a fix for broken or damaged equipment. You're trained in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You can Repair an item without using a repair kit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand.
Advanced Player’s Guide, page 22.
Tireless Guide's Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1.
Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.
Titan Slinger
FEAT 1
You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 279).
Core Rulebook, page 52.
Titan Slinger
FEAT 1
You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a Weapon of the sling group against a Large or larger creature, increase the size of the Weapon damage die by one Step (details on increasing Weapon damage die sizes can be found on page 276).
FEAT 2
Your limbs tense as you deliver a mighty swing. Make a melee Strike. If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you're at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you're at least 18th level, increase it to three extra dice and push the target by 15 feet.
Awakening On a critical hit, you push the target back double the normal distance and knock it prone.
Awakening On a hit, you deal 1d6 persistent bleed damage. This increases to 2d6 at 10th level and 3d6 at 18th level.
Dark Archive, page 78.
Titan Wrestler
FEAT 1
Prerequisites trained in Athletics
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in Athletics.
Core Rulebook, page 268.
Titan Wrestler
FEAT 1
Prerequisites trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in Athletics.
Titan's Stature
FEAT 12
Prerequisites Giant instinct, Giant's Stature
You grow to even greater size. When using Giant's Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the clumsy 1 condition as long as you are Huge.
Core Rulebook, page 92.
Titan’s Stature
FEAT 12
Prerequisites Giant instinct’s Stature
You grow to even Greater size. When using Giant instinct’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller).
Player Core 2, page 83.
FEAT 8
Prerequisites Marshal Dedication
With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.
Advanced Player’s Guide, page 181.
FEAT 8
Prerequisites Marshal Dedication
With a resounding cry, you rally your ally to take the offensive.
Choose one ally in your marshal’s aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.
Player Core 2, page 205.
To The Ends Of The Earth
FEAT 20
Prerequisites legendary in Survival
Your ability to track your prey has surpassed explanation, allowing you to trace your prey's movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature's movements, allowing you to know the creature's exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey's location across teleportation or planar travel. This feat gains the detection, divination, and primal traits if you're legendary in Nature.
Core Rulebook, page 177.
To The Ends Of The Earth
FEAT 20
Prerequisites legendary in Survival
Your ability to Track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use hunted prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to Track your prey’s location across teleportation or planar travel. This feat gains the detection and primal traits if you’re legendary in Nature.
Player Core 1, page 163.
Tobraid Agent Dedication
FEAT 2
Access You have been initiated by the grand duchess of Tobraid or one of her agents.
Prerequisites trained in Deception and at least one firearm
You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Tobraid back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the Lie to Me skill feat.
Special You can't select another dedication feat until you've gained two other feats from the Tobraid Agent archetype.
OoA1, page 78.
Tokaikral Dedication
FEAT 6
Prerequisites expert in any Lore skill, member of the Trovousun Society affiliated with the School of Scrolls
Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact—such as the name of an NPC you have met, the details of your mission briefing, and similar information—you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago.
If you have the Thorough Reports feat and have expert proficiency in the skill you're using to Recall Knowledge, your circumstance bonus to Recall Knowledge about creatures from that feat increases to +4.
Special You cannot select another dedication feat until you have gained two other feats from the Tokaikral archetype.
This feat leads to: Font Of Knowledge, Lore Seeker, Determined Lore Seeker, Unravel Mysteries, Bestiary Scholar, Cautious Faekhoubraim, Foolproof Instructions, Innate Magic Intuition, Magic Finder, Masterful Obfuscation, Transcribe Moment, and Ward Mind.
LOCG, page 113.
Tomb-watcher's Glare
FEAT 5
Prerequisites death warden dwarf heritage
When you critically hit an undead creature, or an undead creature critically fails a saving throw against one of your abilities, you drive your divine wrath home in your enemy's heart. The undead is enfeebled 1 for 1 round.
LOCG, page 21.
FEAT 5
Prerequisites trained in Athletics, Lightning Tongue
You lash out with your tongue to disarm your foe. You attempt to Disarm a creature within 10 feet, ignoring the requirement that you must have at least one hand free.
LOAG, page 47.
Tongue Of Sun And Moon
FEAT 14
You have transcended the barriers between words and meaning. You can speak and understand all spoken languages.
Core Rulebook, page 165.
Tongue Tether
FEAT 9
Prerequisites snaptongue grippli
Your tongue can momentarily latch on as readily as your hands. So long as you can freely open your mouth, you do not need free hands in order to Disarm, Grab an Edge, or Trip. If you have the Long Tongue feat, you can Disarm, Grab an Edge, and Trip with your tongue at a distance that is 5 feet beyond your normal reach.
LOME, page 122.
Tools Of The Trade
FEAT 4
Prerequisites Bounty Hunter Dedication
You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, sap, and whip. You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed.
In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.
Advanced Player’s Guide, page 163.
Tools Of The Trade
FEAT 4
Prerequisites Bounty Hunter Dedication
You’re well-versed in weapons that allow you to bring bounties back in one piece, or at least alive. You have familiarity with the bola, sap, and whip; for the purposes of proficiency, you treat these weapons as simple weapons. You deal an additional 1d4 precision damage with these weapons when using them to make nonlethal Strikes against your prey while they’re off‑guard to you.
In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.
Player Core 2, page 191.
FEAT 10
Prerequisites Marshal Dedication, trained in Athletics
You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.
Advanced Player’s Guide, page 181.
FEAT 10
Prerequisites Marshal Dedication, trained in Athletics
Trigger An ally succeeds at a melee Strike against an enemy you are both adjacent to.
You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.
Player Core 2, page 205.
Topple Giants
FEAT 8
Prerequisites Overwatch Dedication
When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success.
When an ally within your overwatch field attempts to Disarm, Shove, or Trip an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next Athletics check rolled by a different ally to attempt the same action on the same target before that target's next turn.
Guns & Gears, page 51.
Toppling Dance
FEAT 13
Prerequisites Dance Underfoot
While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it's not your ally.
Advanced Player’s Guide, page 46.
Toppling Dance
FEAT 13
Prerequisites Dance Underfoot
While sharing a creature's space using Dance Underfoot, your melee weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it's not your ally.
Toppling Tentacles
FEAT 10
Prerequisites Spell Trickster Dedication, ability to cast black tentacles
When you cast black tentacles, replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to Trip each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked prone and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal 1d6 bludgeoning damage to any creature already prone. Creatures treat the spell's area as difficult terrain.
LOTGB, page 125.
FEAT 5
Prerequisites charhide goblin heritage
You've spent enough time on fire that you know how to use it to your advantage.
You can light yourself thoroughly on fire with a held torch, a bottle of alchemist's fire, or a similar incendiary, dealing yourself 1d6 persistent fire damage. As long as you are suffering persistent fire damage, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes 1d6 fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the persistent fire damage each round, as normal.
This feat leads to: Scalding Spit.
LOCG, page 38.
FEAT 6
A healing wave splashes across creatures in a 30-foot cone, its cleansing water driving afflictions from the body. Each creature in the area regains 3d8 Hit Points and can attempt a new save against one poison or disease affliction affecting it; on a failed save, the condition doesn't worsen. Each creature that benefited from this impulse becomes temporarily immune to Torrent in the Blood for 10 minutes.
Level (+2) The healing increases by 1d8.
Rage of Elements, page 32.
FEAT 10
Prerequisites Curse Maelstrom Dedication
Requirements You are in a curse maelstrom state.
Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take 1d6 negative damage for each level you have, with a basic Fortitude save. Your curse maelstrom state then ends.
Dark Archive, page 169.
FEAT 14
Prerequisites Sixth Pillar Dedication
You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you can change the range to touch. If the altered spell requires a spell attack roll, you gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. After you Cast the Spell, you can Disarm, Shove, Trip, or Strike the target with an unarmed attack.
Tough Skin
FEAT 1
Prerequisites lethoci heritage or xyloshi heritage
Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and the comfort trait. You can never wear other armor or remove your hide. You can etch armor runes onto your hide.
If you're a lethoci kashrishi who takes this feat, your modifications also make you more buoyant, allowing you to Swim across the surface of even turbulent bodies of water without needing to make an Athletics check.
Special You can take this feat only at 1st level, and you can't retrain into this feat.
LOIL, page 44.
Tough Tumbler
FEAT 5
Prerequisites Scamper Underfoot
You've taken your share of licks while scurrying around the battlefield and know how to defend yourself against opportunistic attackers. Your movement ends only when you critically fail an Acrobatics check to Tumble Through an enemy's space (or when you don't have enough Speed to move all the way through its space). You still trigger reactions on a failure to Tumble Through, but you gain a +1 circumstance bonus to AC against attacks that you trigger in this way.
Extinction Curse #3: Life’s Long Shadows, page 73.
Toughness
FEAT 1
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459).
Core Rulebook, page 268.
Toughness
FEAT 1
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by single gate (page 411).
Toulem
FEAT 1
You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You also have some vestigial signs of your previous incarnation, such as a second set of shoulder blades without usable arms, a set of mostly closed eyes where no eyes belong, or strange scarring reminiscent of a mouth. You gain the Find Fault reaction.
This feat leads to: Towering Presence, Asura Magic, and Dominion Aura.
LOIL, page 32.
Tower Shield Mastery
FEAT 20
Prerequisites Knight Vigilant Dedication
You've learned how to maximize the defensive abilities of your tower shield. You are constantly quickened and can use the additional action only to Take Cover behind your tower shield after you have Raised it.
LOKL, page 75.
FEAT 5
Prerequisites Toulem
Frequency once per hour
You fill an area with your force of will, towering beyond where your true form should be. Increase your size to Large until the beginning of your next turn. Your equipment grows with you but returns to natural size if removed. You're clumsy 1. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. Towering Presence has no effect if you were already Large or larger.
LOIL, page 33.
Towering Size
FEAT 12
Prerequisites Hulking Size
Your eidolon becomes even bigger. It becomes Huge, instead of Large, and the reach on all its attacks increases to 15 feet.
Secrets of Magic, page 72.
Tracing Sigil
FEAT 4
Prerequisites Spell Trickster Dedication, ability to cast sigil
When you cast sigil, you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to Track the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your sigil spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the sigil spell on the first target ends, and your mark fades.
This feat leads to: Beacon Mark.
LOTGB, page 123.