Blood Frenzy Style (Combat, Style)
Source Heroes from the Fringe pg. 31
You have learned to turn your pain into power, whipping yourself into a blood frenzy whenever you take damage.
Prerequisites: Str 13, Improved Unarmed Strike, base attack bonus +1, aquatic subtype.
Benefit: While you are using Blood Frenzy Style, you gain a +2 bonus to your Strength and Constitution, and you take a –2 penalty to AC.
Special: You can enter Blood Frenzy Style only as an immediate action when you take damage. You cannot enter this style as a swift action, as with other style feats.
https://www.aonprd.com/FeatDisplay.aspx?ItemName=Blood%20Frenzy%20StyleBlood Frenzy Strike (Combat)
Source Heroes from the Fringe pg. 31
Your strikes tear at an opponent’s flesh, inflicting serious wounds, and you can unleash all of your pent-up rage in a single powerful blow.
Prerequisites: Str 15, Blood Frenzy Style, Improved Unarmed Strike, Power Attack, base attack bonus +4, aquatic subtype.
Benefit: While you are using Blood Frenzy Style, when you damage an opponent with your unarmed strikes or natural attacks, you deal an extra 1d6 points of bleed damage; this bleed damage does not stack with itself. Once every 1d4 rounds, you can make an unarmed attack with a –5 penalty; if you hit, you deal an additional 2d6 points of bludgeoning damage.
https://www.aonprd.com/SourceDisplay.aspx?FixedSource=Heroes%20from%20the%20FringeBlood Frenzy Assault (Combat)
Source Heroes from the Fringe pg. 31
The scent of blood intensifies your fury, and every wound you tear into your foes increases both your drive and ability to wreak havoc.
Prerequisites: Str 17, Blood Frenzy Strike, Blood Frenzy Style, Bloody Assault, Improved Unarmed Strike, Power Attack, base attack bonus +6, aquatic subtype.
Benefit: While you are using Blood Frenzy Style, when you make a full attack, you can make an additional unarmed or natural weapon attack for each enemy within your reach that is affected by a bleed effect. Until your next turn, you take a –2 penalty to AC for each additional attack gained in this way. In addition, the bleed damage your unarmed strikes deal from Blood Frenzy Strike increases to 2d6 points of bleed damage.
https://www.aonprd.com/FeatDisplay.aspx?ItemName=Blood%20Frenzy%20AssaultSkaveling Companion
Source Inner Sea Monster Codex pg. 59
You are bonded with a terrifying undead mount created through foul daemonic rites.
Prerequisites: 7th level in a class that grants an animal companion or mount, urdefhan.
Benefit: In place of the animal companion or mount granted by your class feature, you are bonded with a skaveling (Bestiary 2 42). Though less intelligent than others of its kind and lacking the ability to paralyze and infect victims with its bite, the beast serves you unerringly.
Bat, Skaveling
Size Large; Speed 20 ft., fly 40 ft. (good); AC +6 natural armor; Attack bite +10 (2d8+6); Ability Scores Str 23, Dex 19, Con —, Int 2, Wis 15, Cha 14; Special Attacks screech (DC 15); Languages none; Special Abilities Screech (Su) Once per day as a standard action, a skaveling can utter an ear-splitting screech that stuns non-skavelings in a 20-foot burst. All creatures within the area must succeed at a DC 15 Fortitude save or be stunned for 1d3 rounds. Other skavelings, mobats, and urdefhans are immune to this effect. This is a sonic mind-affecting effect. The save DC is Charisma-based.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Skaveling%20CompanionChannel Deific Essence
Source Planar Adventures pg. 26
Rather than bringing forth positive or negative energy to heal allies or blast undead, you channel a fraction of your deity’s power into yourself.
Prerequisites: Alignment Channel, channel energy 5d6, domain class feature, same alignment as patron deity.
Benefit: As a standard action, you can expend a use of channel energy to select a domain you have. You gain the ability associated with that domain from the invoke deity spell for a number of rounds equal to your number of channel energy dice. While this ability is active, taking actions directly opposed to your deity’s teachings or alignment causes you to take the penalties listed in invoke deity and ends this effect. You can gain only one ability from this feat at a time, and its effects do not stack with invoke deity.
If you instead expend two uses of channel energy, you can instead infuse a single willing target within 30 feet with deific essence. The target need not be a worshiper of your deity, but is subject to the same penalties if it takes actions directly opposed to your deity’s teachings or alignment.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Channel%20Deific%20EssenceDeath Field (Conduit)
Source Planar Adventures pg. 27
The deadly power of the Negative Energy Plane creates a field that snuffs out life forces at the cost of your own vitality.
Prerequisites: Knowledge (planes) 5 ranks.
Benefit: As a move action, you can exude deadly energy from your body. While this death field is in effect, small plants wither and recoil from you, allowing you to ignore the effects of difficult terrain caused by plant life and ignore the effects of spells like entangle that compel vegetation to grasp at you, provided the spell’s level is 3rd or lower (the death field cannot affect more powerful plant magic).
Any swarm that enters your space takes 1d6 points of negative energy damage; this damage is applied before you are affected by any swarm attacks, so if the damage is enough to destroy the swarm, it does not harm you.
At the end of your turn each round the death field is active, you take 1 point of negative energy damage, and you cannot be healed by positive energy effects while the death field is in place. Magic items and spells that protect against negative energy damage do not protect against this damage, but if you are undead or have negative energy affinity (or a similar ability), the death field instead grants fast healing 1 while it is in effect.
You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive. If you have at least 11 ranks in Knowledge (planes), you can activate your death field as a swift action.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Death%20FieldShadow's Shroud (Conduit)
Source Planar Adventures pg. 32
You can camouflage yourself in shadows and gloom.
Prerequisites: Knowledge (planes) 5 ranks.
Benefit: As a swift action, you can shroud yourself in shifting, camouflaging shadow. While shrouded in this fashion, you can attempt Stealth checks as though you had concealment, even in areas of normal or bright light. Creatures that can see normally in supernatural darkness can still see you normally.
You can use this feat’s benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive.
Special: Unlike spells like shadow walk, which require you to be on a plane that is coterminous with the Shadow Plane, this feat functions even on planes that do not normally share a border with the Shadow Plane. Like all conduit feats, the effects are suppressed when planar travel is forbidden.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Shadow%27s%20ShroudWanderer's Fortune (Conduit)
Source Planar Adventures pg. 33
The promise of Elysium’s freedom liberates you from all forms of restraint, allowing you to move as you will and to avoid numerous kinds of restraints that would otherwise vex a traveler or explorer.
Prerequisites: Knowledge (planes) 3 ranks.
Benefit: As a swift action, you gain the benefits of freedom of movement until the end of your turn or until you benefit from the effects to escape a grapple or magical restraint, whichever comes first.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Wanderer%27s%20FortuneUnusual Heritage (Gillman)
Source Bastards of Golarion pg. 16
Your heritage is strange or difficult to trace, and people fear your otherworldly powers.
Prerequisites: Gillman.
Benefit: As a so-called “Low Azlanti,” you have abilities supposedly tied to mysterious ancestors who still watch over you and your ilk. Your divination spells and spell-like abilities manifest at 1 caster level higher. In addition, once per day while fully immersed in water, you can cast augury as a spell-like ability.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Unusual%20Heritage%20(Gillman)
Unusual Heritage (Dhampir)
Source Bastards of Golarion pg. 16
Your heritage is strange or difficult to trace, and people fear your otherworldly powers.
Prerequisites: Dhampir.
Benefit: Your undead progenitor left you with more than a hint of vampiric nature. You gain a natural bite attack that deals 1d4 points of damage. Once per day upon making a successful bite attack, you can choose to deal an additional 1d4 points of bleed damage to the creature struck.
Special: You can only select this feat at 1st level.
http://www.aonprd.com/FeatDisplay.aspx?ItemName=Unusual%20Heritage%20(Dhampir)