7 feats, from Zaemoriam Assault to Zombie Horde.
Zaemoriam Assault · Zealous Rush · Zephyr Guard Dedication · Zeshou · Zokaistaern's Showstopper · Zombie Dedication · Zombie Horde
Zaemoriam Assault
FEAT 9
Prerequisites Elemental Assault
Your Elemental Assault cycles through all four elements. When you use Elemental Assault, instead of choosing a single element, you can choose an element from the list when using the action, and then choose a different element at the beginning of each of your next 3 turns without spending an action; once you have chosen an element, you can't choose it again during this Elemental Assault, meaning you must select all four elements over the course of 4 turns. Each time you choose an element, until the beginning of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to that element.
LOAG, page 112.
FEAT 8
Trigger You Cast a divine spell that takes 1 action or more to Cast and that affects only you or your equipment.
You bless yourself on the move. Stride up to 10 feet. If the spell took 2 or more skill action, you can Stride up to your full Speed instead.
Player Core 1, page 118.
Zephyr Guard Dedication
FEAT 2
Access You are from Vokhiago.
Prerequisites member of the Zephyr Guard
As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to Perception checks against attempts to Palm an Object, Steal, or Conceal an Object (including you're Seeking concealed objects). You become trained in Society and Vokhiago Lore; if you were already trained, you become an expert instead.
Special You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype.
This feat leads to: Decry Thief, Know The Beat, Relentless Disarm, and Unfazed Assessment.
Zeshou
FEAT 1
The air inside you asserts itself as a toxic miasma, inuring you to most poisons. You gain resistance to poison equal to half your level (minimum 1).
LOAG, page 115.
FEAT 13
Prerequisites expert in Performance
Frequency once per day
You've spent many an evening learning songs and tales featuring zokaistaerns, death's wandering minstrels. You dramatically unleash a stunning blast of sound by smashing an instrument you hold or belting out a discordant note. This has the effects of synaptic pulse, but the effect is auditory rather than mental. The DC is either your class DC or spell DC, whichever is higher.
LOAG, page 32.
Zombie Dedication
FEAT 2
Prerequisites You died and were animated as a husk zombie.
Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the undead and zombie traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not mindless. Reduce all your Speeds by 5 feet. Your fist loses the nonlethal trait.
Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body.
While your body is deteriorated, you're slowed 1. You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the slowed condition from deterioration through any other means.
You crave the flesh of the living. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group and have the unarmed trait. You can use your jaws Strike only against a creature that's grabbed or restrained by you.
Special You can't select another dedication feat until you have gained two other feats from the zombie archetype.
This feat leads to: Ankle Biter, Feast, Brains!, Ravenous Charge, Numb, Out of Hand, Shamble, Unkillable, Festering Wounds, and Seize.
Book of the Dead, page 60.
FEAT 20
Prerequisites Clockwork Reanimator Dedication
You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies.
You Command your reanimated construct companion.
Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a 30-foot emanation from its original space. The horde makes a Strike against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation.
OoA3, page 79.