Ultra Instinct
Augment, Combat, Magic, Stance
Cost: 4 XP/tier
Prerequisites: Dexterity, Wisdom, Perception, Combat Expertise, Combat Reflexes 2, Alertness 2, Dodge 2, Spring Step, Uncanny Reflexes 2.
Activation: 1 action (swift)
Target: self
Duration: 1 minute (dismissible)
Select one of your appendages to be treated as a separate entity from yourself for the duration. Any actions you take with that limb that are not part of an effect that requires multiple limbs (such as a two-handed attack) are treated as being performed by a separate creature with the limb itself being the separate creature.
Your designated appendage rolls its own initiative and takes its own actions, though it is limited to only 1 action and 1 reaction and the normal amount of free actions each round while the rest of you can act normally.
Foes can still target this other limb as a separate creature via the normal Called Shot rules and you still suffer any damage afflicted on the limb, but don't suffer from any conditions applied specifically to it within this duration (though attackers can still target you normally instead of the limb).
For example, if you designated your Left Arm as the separate limb and then made an Unarmed Strike using Power Attack, Vital Strike, and Lunge, with your Left Arm, the rest of you would not gain the benefits or detriments of Power Attack or Lunge, allowing you to then take separate actions with the rest of your body as long as doing so doesn't utilize your Left Arm.
If someone made a called shot to shoot your leg, you'd have no Rage or Lunge penalties to your defense because they didn't explicitly target your Left Arm. In addition, if a foe moved past you and provoked an attack of opportunity, you could make one attack of opportunity with your Left Arm and another with any other body part or weapon you wield since your Left Arm is a separate entity at the moment. You're still limited by a shared hit point pool, attack of opportunity pool, action pool, etc. but can act separately.
You could also use Teamwork feats with your limb as it has all the same capabilities as you do, just limited in its actions and it cannot separate from you. If either you or your limb moves, the rest of you is moved with it as you are always willing.
If you are ever confused or otherwise mentally manipulated, your limbs can continue to act independently, moving you, disarming you, or even attempting to snap you out of it.
Upgrade Each additional tier adds one additional limb that can be affected. Rather than selecting an additional limb, you can grant one limb an additional action on its turn, to a maximum of 3.