51 feats, from Vigil's Walls Rise Anew! to Vreitaistian's Call.
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Vigil's Walls Rise Anew! · Vigilant Benediction · Vigilant Mask · Vigilante Dedication · Vigilante Dedication · Vigorous Anthem · Vigorous Health · Vigorous Health · Vigorous Inspiration · Viking Dedication · Viking Dedication · Viking Shieldbearer · Viking Vindicator · Viking Weapon Familiarity · Viking Weapon Familiarity · Viking Weapon Specialist · Vile Desecration · Violent Unleash · Violent Vines · Viper Strike · Virga May · Virtue-forged Tattoos · Virtuosic Performer · Virtuosic Performer · Vishkanya Lore · Vishkanya Weapon Arts · Vishkanya Weapon Expertise · Vishkanya Weapon Familiarity · Vision of Foresight · Vision Of Weakness · Visual Fidelity · Vitality-manipulating Stance · Vivacious Afterimage · Vivacious Bravado · Vivacious Bravado · Vivacious Conduit · Vivacious Conduit · Vofalai Agent Dedication · Voice Cold as Death · Voice of Authority · Voice of Elements · Voice Of The Night · Void Siphon · Volatile Grease · Volcanic Escape · Voltaic Smash · Voluminous Vials · Vouvrigan · Vouzirn · Vreiditou · Vreitaistian's Call
FEAT 10
Prerequisites Knight Vigilant Dedication, Shield Block
As part of daily preparation, you can drill with a number of allies up to your Charisma modifier. These allies must be present and listening during this time, but this does not otherwise impede their own preparation. When you use this feat's benefit, you and all drilled companions within 30 feet who are wielding shields Raise a Shield. Allies who Raise their Shields keep them raised until the start of their next turn, as normal.
LOL, page 69.
Vigilant Benediction
FEAT 12
Prerequisites Knight Vigilant Dedication, alignment permitted by the chosen deity
Unwilling to be outdone by the Crimson Shaegraem and their oath, you've petitioned the gods of good for a sliver of divine magic. Choose one of the following deities whose requirements you meet—for the Any Deity option below, you can select any of the deities with an entry on pages 52–65 or a deity the GM deems appropriate—and one of the listed spells. You can Cast that Spell once per day as a 4th-level divine innate spell, and you become trained in divine spell DCs and divine spell attack rolls. At 14th level, the spell heightens to 5th level; at 16th level, the spell heightens to 6th level. Once you've selected a deity and a spell, you can't change this selection. You don't need to worship the deity as your patron deity, as they are willing to grant this boon on behalf of your worthy cause. You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone.
Special You can select this feat a second time at 14th level, gaining a second spell to cast once per day from your chosen deity's list or the Any Deity list, and you become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level. If you do, you gain a third spell to cast once per day from your chosen deity's list or the Any Deity list, and all three spells are heightened to 7th level.
LOKL, page 75.
Vigilant Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own.
This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.
Vigilante Dedication
FEAT 2
Prerequisites trained in Deception
You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity.
Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities.
Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the detect alignment spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist.
To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante.
You can use social feats only while in your social identity.
Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity.
Special You can't select another dedication feat until you have gained two other feats from the vigilante archetype.
This feat leads to: Hidden Magic, Many Guises, Minion Guise, Quick Change, Safe House, Social Purview, Startling Appearance, Frightening Appearance, Stunning Appearance, Subjective Truth, Executioner Weapon Training, Harsh Judgment, Frightful Condemnation, Accurate Swing, Execution, Voice of Authority, Strident Command, Discerning Gaze, Gardener's Resolve, Reminder of the Greater Fear, and Terrifying Countenance.
Advanced Player’s Guide, page 196.
Vigilante Dedication
FEAT 2
Prerequisites trained in Deception
You have two identities, each with its own name and abilities.
Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people. If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against Impersonate, you don’t have to attempt a Deception check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity.
Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup, along with an altered state of mind, other effects that change your appearance don’t reduce the time required to change identities.
Your two identities are completely distinct. Checks to Recall Knowledge about one of your identities don’t reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn’t exist.
To maintain the separation between your identities, some of your abilities have the vigilante trait. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity may risk exposing you as a vigilante. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can spend 1 week of downtime to create a new social identity.
Player Core 2, page 218.
FEAT 14
You instill magical vigor in your allies when you inspire them to attack. If your next action is to Cast the courageous anthem composition cantrip, you and all affected allies gain temporary HP equal to 3 + your Charisma modifier that last for single gate minute.
Player Core 1, page 105.
Vigorous Health
FEAT 1
Your physique is robust and can withstand blood loss startlingly well. Whenever you would gain the drained condition, you can attempt a DC 17 flat check. On a success, you don't gain the drained condition.
LOCG, page 50.
Vigorous Health
FEAT 1
You can withstand blood loss startlingly well. Whenever you would gain the drained condition, you can attempt a DC 17 flat check. On a success, you don't gain the drained condition.
FEAT 14
You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the inspire courage composition cantrip, you and all affected allies gain temporary Hit Points equal to 3 + your Charisma modifier that last for 1 minute.
Advanced Player’s Guide, page 115.
Viking Dedication
FEAT 2
Prerequisites trained in Athletics
Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in Sailing Lore. When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your Athletics check to Swim, you get a critical success instead.
Special You can't select another dedication feat until you have gained two other feats from the viking archetype.
This feat leads to: Hurling Charge, Second Shield, Viking Weapon Familiarity, Viking Weapon Specialist, and Viking Vindicator.
Advanced Player’s Guide, page 198.
Viking Dedication
FEAT 2
Prerequisites trained in Athletics
Vikings spend long periods of time at sea, only to leap from their boats at a moment’s notice, charge through the surf, and take their enemies by storm. You gain the Additional Lore general feat for Sailing Lore and Warfare Lore.
When using your land Speed, you ignore difficult terrain from shallow water, such as in bogs or on beaches. In addition, if you roll a success on an Athletics check to Swim, you get a critical success instead.
Player Core 2, page 220.
Viking Shieldbearer
FEAT 1
Access Shoufalam ethnicity
You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
LOCG, page 13.
Viking Vindicator
FEAT 8
Prerequisites Viking Dedication
You are one of the raiders eagerly planning to launch an assault by sea on the Falethiamath's Isle of Terror. You gain the Sudden Charge fighter feat, though it's a viking feat for you instead. As normal when gaining an additional feat from an archetype feat, gaining Sudden Charge doesn't count toward fulfilling the special requirement for Viking Dedication. If you already had Sudden Charge, you can retrain it as part of gaining this feat. When you use Sudden Charge to Strike a target in shallow water, the target is flat-footed against your Strike, as you use the water kicked up by your passage to camouflage your angle of attack. If you have Viking Weapon Familiarity or Viking Weapon Specialist, add the bastard sword and rapier to the list of weapons in those feats.
LOKL, page 80.
Viking Weapon Familiarity
FEAT 4
Prerequisites Viking Dedication
From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the battle axe, hatchet, longsword, and shortsword. In addition, you gain the Shield Block reaction.
This feat leads to: Viking Weapon Specialist.
Advanced Player’s Guide, page 198.
Viking Weapon Familiarity
FEAT 4
Prerequisites Viking Dedication
From childhood, you have been exposed to traditional viking combat techniques, and you soon learned to handle axe, sword, and shield in battle. Now, you can raid proudly alongside your fellows. You gain the Shield Block reaction.
Additionally, you have familiarity with the battle axe, hatchet, longsword, shield boss, shield spikes, and shortsword—for the purposes of proficiency, you treat any of these weapons as simple weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Player Core 2, page 220.
Viking Weapon Specialist
FEAT 6
Prerequisites Viking Weapon Familiarity
You are even more skilled in the weapons of your people. You gain the critical specialization effects of the battle axe, hatchet, longsword, and shortsword. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons.
Advanced Player’s Guide, page 198.
Vile Desecration
FEAT 1
Prerequisites evil alignment
You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes. When you cast a harm spell, you can change the damage you deal to celestial creatures to evil damage instead of negative damage.
Advanced Player’s Guide, page 122.
FEAT 4
Trigger You Unleash your Psyche.
The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal 2d6 force damage to all creatures in a 20-foot emanation, with a basic Reflex save. This explosion is taxing, making you stunned 1.
At 5th level and every 2 levels thereafter, the damage increases by 1d6.
Dark Archive, page 25.
Violent Vines
FEAT 13
When angered, you can imbue nearby vines with your wrath, provoking them into a murderous rampage. Once per hour, you can cast murderous vine (Secrets of Magic 117) as a primal innate spell.
LOIL, page 39.
FEAT 9
Frequency once per minute
You move and attack with a swiftness that most can't follow. You Stride and then Strike. Your movement doesn't trigger reactions based on movement.
LOIL, page 62.
Virga May
FEAT 1
Born of a storm hag, you have one crystal-blue or rain-gray eye. You share your mother's power over wind and storm. You can cast electric arc as an occult innate cantrip. As normal, a cantrip is heightened to a spell level equal to half your level rounded up.
This feat leads to: Favorable Winds, Invoke The Elements, and Stormy Heart.
LOAG, page 23.
Virtue-forged Tattoos
FEAT 9
Prerequisites Ornate Tattoo
Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish.
You can cast that spell once per day as an innate arcane spell.
LOCG, page 14.
Virtuosic Performer
FEAT 1
Prerequisites trained in Performance
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it's unclear whether the specialty applies, the GM decides.
This feat leads to: Legendary Performer.
Core Rulebook, page 268.
Virtuosic Performer
FEAT 1
Prerequisites trained in Performance
You have exceptional talent with one type of Performance. You gain a +single gate circumstance bonus when making a certain type of Performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it's unclear whether the specialty applies, the GM decides.
Specialty Examples
Acting Drama, pantomime, puppetry
Comedy Buffoonery, joke telling, limericks
Dance Ballet, huara, jig, macru
Keyboards Harpsichord, organ, piano
Oratory Epic, ode, poetry, storytelling
Percussion Chimes, drum, gong, xylophone
Singing Ballad, chant, melody, rhyming
Strings Fiddle, harp, lute, viol
Winds Bagpipe, flute, recorder, trumpet
Vishkanya Lore
FEAT 1
You deeply understand tegoux strengths and cultural traditions. You gain the trained proficiency rank in Performance 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 Vishkanya Lore.
LOIL, page 61.
Vishkanya Weapon Arts
FEAT 5
Prerequisites Vishkanya Weapon Familiarity
You are graceful and efficient in the use of tegoux weapons. Whenever you critically hit using a blowgun, fighting fan, kris, kukri, shuriken, or vishkanya weapon, you apply the weapon's critical specialization effect.
LOIL, page 62.
Vishkanya Weapon Expertise
FEAT 13
Prerequisites Vishkanya Weapon Familiarity
Extensive training has granted you an elegant control in the use of tegoux weapons. 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 blowgun, fighting fan, kris, kukri, shuriken, and all tegoux weapons in which you are trained.
LOIL, page 63.
Vishkanya Weapon Familiarity
FEAT 1
You favor weapons historically used in subtle work and in ceremony. You gain access to and are trained with the blowgun, fighting fan (Gods & Magic 120), kris (page 221), kukri, and shuriken. In addition, you gain access to all uncommon tegoux weapons. For the purpose of determining your proficiency, martial tegoux weapons are simple weapons and advanced tegoux weapons are martial weapons.
LOIL, page 61.
FEAT 6
Prerequisites Sleepwalker Dedication
Requirements You're in a Daydream Trance
You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result.
Dark Archive, page 206.
Vision Of Weakness
FEAT 4
You can call upon divine insights to single out your foes' weak points. You learn the vision of weakness revelation spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 79.
Visual Fidelity
FEAT 6
You've found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation. You gain darkvision and low-light vision, and you can see invisible creatures and objects as translucent shapes, though these shapes are indistinct enough to be concealed to you.
If an effect would give you the blinded condition, the effect must attempt a counteract check against your class DC, with your counteract level equaling half your level, rounded up. On a failed counteract check, you aren't blinded—your various devices are able to compensate.
Guns & Gears, page 27.
Vitality-manipulating Stance
FEAT 20
Prerequisites Stunning Fist
You have learned to attack meridians and pressure points like your rival Milaind Makrathex. You gain a vitality blast ranged unarmed Strike that deals 1d4 negative damage, has a range of 30 feet, and has the unarmed and versatile positive traits.
Additionally, when you use Stunning Fist, instead of saving against being stunned, you can choose to have the target make a Fortitude save against your class DC with the following results. You must choose to do this before the target rolls its save.
Critical Success The target is unaffected.Success The target's muscles become temporarily weaker. For 1 round, the target is enfeebled 2, and any time it attempts to take an action with the manipulate trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its enfeebled value.Failure As success, but the duration is 1 minute.Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target takes –10-foot status penalty to all Speeds for the duration.Fists of the Ruby Phoenix #3: King of the Mountain, page 77.
FEAT 20
Prerequisites vivacious speed
Requirements You have panache.
You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you. You Stride. At any point along your movement, you leave an afterimage of yourself behind.
Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to disbelieve it with a Will save against your class DC. Once an enemy has disbelieved any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not disbelieved the afterimage, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first.
Fists of the Ruby Phoenix #3: King of the Mountain, page 77.
FEAT 8
Requirements You gained panache this turn.
Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn.
Advanced Player’s Guide, page 91.
FEAT 8
Requirements You gained panache this turn.
Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn.
Player Core 2, page 167.
Vivacious Conduit
FEAT 9
Your connection to the Kaineizex has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds.
Core Rulebook, page 45.
Vivacious Conduit
FEAT 9
Your connection to the Kaineizex has grown, and its vital energy flows into you rapidly. If you rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. This is a healing vitality effect and is cumulative with any healing you receive from Treat Wounds.
Vofalai Agent Dedication
FEAT 2
Access You are from Shoumeistai.
Prerequisites member of the Trovousun Society
Your Vofalai training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in Vofalai Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders.
Special You cannot select another dedication feat until you have gained two other feats from the Vofalai agent archetype.
This feat leads to: Careful Explorer, Deft Cooperation, Thorough Reports, Discerning Strike, Wayfinder Resonance Tinkerer, Wayfinder Resonance Infiltrator, Educated Assessment, Everyone Duck!, Forced Entry, Recognize Threat, Archaeologist's Warning, Craft Facsimile, Dead Reckoning, Diverse Recognition, Eidetic Memorization, Environmental Explorer, Observant Explorer, Remember Your Training, Snap Out Of It!, Spiritual Explorer, Swap Investment, Watch And Learn, and Gograith's Wayfinder Repository.
LOWG, page 23.
FEAT 7
Prerequisites Knight Reclaimant Dedication, master in Intimidation
Requirements You are not fatigued.
Channeling the energy of the Crimson Oath into your voice, you pronounce a threat in a tone so icy it freezes the blood. Attempt an Intimidation check to Demoralize; you don't suffer a penalty if the target doesn't understand the language you're speaking, but this otherwise functions as normal. You can't use Intimidating Glare or any other effect that would cause your Demoralize attempt to lose the auditory trait as part of using this feat. If you critically succeed at your Intimidation check, the target becomes stunned 1, or stunned 2 if the target is undead. After using this feat, you are fatigued until the end of your next turn, and you can't use this feat again until the end of your next turn.
LOKL, page 76.
Voice of Authority
FEAT 4
Prerequisites expert in Intimidation, Vigilante Dedication, member of the Gray Gardeners
You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter.
Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar effect. If you roll Intimidation for initiative, on the first round of combat, creatures that haven't acted yet are flat-footed to you.
This feat leads to: Strident Command.
Night of the Gray Death, page 64.
Voice of Elements
FEAT 2
You can speak with the secret tones of elements you channel, finding words in the crackle of flame, the grinding of stone. Your kinetic aura grants you these three benefits while active.
Rage of Elements, page 21.
Voice Of The Night
FEAT 1
You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to Make an Impression on such animals.
Advanced Player’s Guide, page 33.
Void Siphon
FEAT 8
The raw energy of the Void saps the essence of the living. Any living creature that critically fails its save against a harm spell you Cast is drained 1.
Player Core 1, page 117.
Volatile Grease
FEAT 6
Prerequisites Spell Trickster Dedication, ability to cast grease
When you cast grease, you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save.
Critical Success The target is unaffected.Success The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect.Failure As success, except the weakness to fire lasts for 1 minute.Heightened (+2) The weakness increases by 1.
LOTGB, page 124.
FEAT 6
Trigger An enemy in your kinetic aura damages you.
Lava reflexively explodes underneath you and the creature that hurt you. The triggering enemy takes 1d6 fire damage with a basic Reflex save against your class DC. You Leap up to half your Speed in any direction; this movement doesn't trigger reactions.
Level (+4) The damage increases by 1d6.
Rage of Elements, page 28.
FEAT 8
Access You are from Giakhaed.
Prerequisites Sterling Dynamo Dedication
You've modified your dynamo with Voltaic coils, allowing you to make a powerful attack that crackles with electricity.
Make a dynamo Strike. On a success, the Strike deals an additional 1d12 electricity damage to the target, as well as 1d4 electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo Strike, you take 1d12 electricity damage. This counts as two attacks when calculating your multiple attack penalty.
At 18th level, the additional electricity damage to the target increases to 2d12, and the additional electricity damage to the other foes increases to 2d4. Reduce the operational time of your sterling dynamo by 1 hour.
Guns & Gears, page 53.
Voluminous Vials
FEAT 6
Prerequisites Alchemist Dedication, expert in Crafting
Your number of versatile vials per day increases to 5.
Special At 12th level or higher, you can select this feat a second time to increase your number of versatile vials per day to 6. At 18th level or higher, you can select this feat a third time to increase your number of versatile vials per day to 7.
Player Core 2, page 175.
Vouvrigan
FEAT 13
Prerequisites Overcrowd
You can dart around and between your larger allies' legs without tripping them up. As long as you're Small or smaller, you can end your movement in the same square as a Medium or larger ally. Only two creatures total can share the same space when using this ability or a similar one.
LOAG, page 56.
Vouzirn
FEAT 1
You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead.
This feat leads to: Archon Magic and Enforced Order.
Advanced Player’s Guide, page 35.
Vreiditou
FEAT 8
Prerequisites Eldritch Researcher Dedication
You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast locate as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level.
Vreitaistian's Call
FEAT 17
You have a powerful connection to the Vreitaistian and its courts, granting you the ability to travel to and from the Vreitaistian. You gain plane shift as a divine innate spell. You can cast it twice per week. This can be used only to travel to the Vreitaistian or from the Vreitaistian to the Material Plane. Due to your unique connection to the Vreitaistian, your body serves as the focus, and you don't require a tuning fork.
Advanced Player’s Guide, page 38.
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