60 feats, from Advanced Deduction to Advantageous Assault.
Advanced Deduction · Advanced Deity's Domain · Advanced Deity’s Domain · Advanced Devotion · Advanced Devotion · Advanced Dogma · Advanced Dogma · Advanced Domain · Advanced Domain · Advanced Efficient Alchemy · Advanced Element Control · Advanced Elemental Spell · Advanced First Aid · Advanced First Aid · Advanced Flair · Advanced Fury · Advanced Fury · Advanced General Training · Advanced Hallowed Spell · Advanced Herbalism · Advanced Hunter's Trick · Advanced Hunter’s Trick · Advanced Kata · Advanced Kata · Advanced Maneuver · Advanced Maneuver · Advanced Martial Magic · Advanced Monastic Weaponry · Advanced Muse's Whispers · Advanced Muse’s Whispers · Advanced Mysteries · Advanced Mysteries · Advanced Order Training · Advanced Poisoncraft · Advanced Qi Spells · Advanced Reanimated Companion · Advanced Revelation · Advanced Revelation · Advanced Runic Mind-Smithing · Advanced School Spell · Advanced School Spell · Advanced Seeker Of Truths · Advanced Shooter · Advanced Shooting · Advanced Synergy · Advanced Targeting System · Advanced Thaumaturgy · Advanced Thoughtform · Advanced Tranithair Mantis Magic · Advanced Trickery · Advanced Trickery · Advanced Warden · Advanced Weapon Training · Advanced Weapon Training · Advanced Weaponry · Advanced Wilding · Advanced Wilding · Advanced Witchcraft · Advanced Witchcraft · Advantageous Assault
Advanced Deduction
FEAT 6
Prerequisites Basic Deduction
You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another investigator feat.
Player Core 2, page 178.
Advanced Deity's Domain
FEAT 8
Prerequisites Deity's Domain
Through your conviction, you have glimpsed the deeper secrets of your deity's domain. You gain an advanced domain spell from the domain you chose with Deity's Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 112.
Advanced Deity’s Domain
FEAT 8
Prerequisites deity’s Domain
Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an Advanced Domain spell from the domain you chose with deity’s Domain as a devotion spell.
Player Core 2, page 96.
Advanced Devotion
FEAT 6
Prerequisites Basic Devotion
You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another champion feat.
Core Rulebook, page 223.
Advanced Devotion
FEAT 6
Prerequisites Basic Devotion
You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another champion feat.
Player Core 2, page 177.
Advanced Dogma
FEAT 6
Prerequisites Basic Dogma
You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another cleric feat.
Core Rulebook, page 224.
Advanced Dogma
FEAT 6
Prerequisites Basic Dogma
You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another cleric feat.
Player Core 1, page 217.
Advanced Domain
FEAT 8
Prerequisites Domain Initiate
Your studies or prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one.
This feat leads to: Deity's Protection.
Core Rulebook, page 123.
Advanced Domain
FEAT 8
Prerequisites Domain Initiate
Your prayers have unlocked deeper secrets of your Deity's Domain. You gain an Advanced Domain spell from one of your Table 8\u20132: Domains for which you have an Initial domain spell (see pages 372–381).
Special You can select this feat multiple times. Each time, you must select a different Advanced Domain spell.
Player Core 1, page 117.
Advanced Efficient Alchemy
FEAT 10
Prerequisites Efficient Alchemy
You make an even-larger batch of alchemical items each morning. Increase the maximum number of uncommon weapons you can create with Advanced alchemy to 8 + your Intelligence modifier, or to 10 + your Intelligence modifier if you’re 16th level or higher.
Player Core 2, page 67.
Advanced Element Control
FEAT 6
Prerequisites Through the Gate
You gain one kineticist feat. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level.
Your options include impulse feats for your kinetic element, as normal for a kineticist.
Special You can select this feat more than once. Each time you select it, you gain another kineticist feat.
This feat leads to: Add Element.
Rage of Elements, page 57.
Advanced Elemental Spell
FEAT 6
Prerequisites flame order, stone order, storm order, or wave order
Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers. You gain the advanced order spell associated with your order: if you're a member of the flame order, you gain combustion; if you're a member of the stone order, you gain stone lance; if you're a member of the storm order, you gain powerful inhalation; if you're a member of the wave order, you gain pulverizing cascade. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 199.
Advanced First Aid
FEAT 7
Prerequisites master in Medicine
You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally's frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.
Advanced Player’s Guide, page 202.
Advanced First Aid
FEAT 7
Prerequisites master in Medicine
You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally's frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.
Advanced Flair
FEAT 6
Prerequisites Basic Flair
You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another swashbuckler feat.
Advanced Player’s Guide, page 153.
Advanced Fury
FEAT 6
Prerequisites Basic Fury
You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another barbarian feat.
Core Rulebook, page 221.
Advanced Fury
FEAT 6
Prerequisites Basic Fury
You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another barbarian feat.
Player Core 2, page 176.
Advanced General Training
FEAT 13
Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites.
Special You can select this feat multiple times, choosing a different feat each time.
Advanced Player’s Guide, page 47.
Advanced Hallowed Spell
FEAT 8
Prerequisites Hallowed Necromancer Dedication, necromancer initial school spell or death initial domain spell
You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell life siphon or the advanced domain spell of the death domain, eradicate undeath. Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots.
Special You can select this feat a second time, choosing the other advanced focus spell.
Book of the Dead, page 25.
Advanced Herbalism
FEAT 6
Prerequisites Herbalist Dedication, expert in Nature
Your herbalist talents continue to grow with use and you have become potent at making even more remedies from less.
You can create up to 6 herbal items per day with advanced alchemy.
Special At 10th level or higher, you can select this feat a second time to increase the number to 8.
Player Core 2, page 202.
Advanced Hunter's Trick
FEAT 6
Prerequisites Basic Hunter's Trick
You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another ranger feat.
Core Rulebook, page 228.
Advanced Hunter’s Trick
FEAT 6
Prerequisites Basic Hunter’s Trick
You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another ranger feat.
Player Core 1, page 220.
Advanced Kata
FEAT 6
Prerequisites Basic Kata
You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another monk feat.
Core Rulebook, page 227.
Advanced Kata
FEAT 6
Prerequisites Basic Kata
You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another monk feat.
Player Core 2, page 179.
Advanced Maneuver
FEAT 6
Prerequisites Basic Maneuver
You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another fighter feat.
Core Rulebook, page 226.
Advanced Maneuver
FEAT 6
Prerequisites Basic Maneuver
You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another fighter feat.
Player Core 1, page 219.
Advanced Martial Magic
FEAT 6
Prerequisites Basic Martial Magic
You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another magus feat.
Secrets of Magic, page 75.
Advanced Monastic Weaponry
FEAT 6
Prerequisites Monastic Weaponry
Your rigorous training regimen allows you to wield complex weaponry with ease. For the purposes of proficiency, you treat Advanced monk weapons as if they were martial monk weapons.
Player Core 2, page 121.
Advanced Muse's Whispers
FEAT 6
Prerequisites Basic Muse's Whispers
You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another bard feat.
Core Rulebook, page 222.
Advanced Muse’s Whispers
FEAT 6
Prerequisites Basic Muse’s Whispers
You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another bard feat.
Player Core 1, page 216.
Advanced Mysteries
FEAT 6
Prerequisites Basic Mysteries
You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level.
Special You can select this feat more than once. Each time, you gain another oracle feat.
Advanced Player’s Guide, page 152.
Advanced Mysteries
FEAT 6
Prerequisites Basic Mysteries
You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level.
you gain another oracle feat.
Special You can select this feat more than once. Each time,
Player Core 2, page 180.
Advanced Order Training
FEAT 12
Prerequisites Maefalei Armiger Dedication; Maefalei Dedication or Maefalei Signifer Dedication
You gain the greater order benefit for the Maefalei order to which you belong.
LOCG, page 81.
Advanced Poisoncraft
FEAT 6
Prerequisites Poisoner Dedication
You can create up to 6 poisons per day with advanced alchemy.
Special At 10th level or higher, you can select this feat a second time to increase the number to 8.
Player Core 2, page 210.
Advanced Qi Spells
FEAT 6
Prerequisites Qi single spell
Your talent at controlling your qi has reached new heights. You gain qi blast, shrink the span, or another 3rd-rank qi spell you have access to.
Player Core 2, page 121.
Advanced Reanimated Companion
FEAT 4
Prerequisites Clockwork Reanimator Dedication
Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command an Animal action, your construct companion can still use 1 action on your turn that round to Stride or Strike.
This feat leads to: Incredible Reanimated Companion and Paragon Reanimated Companion.
OoA3, page 78.
Advanced Revelation
FEAT 6
Prerequisites initial revelation spell
You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1.
This feat leads to: Diverse Mystery.
Advanced Player’s Guide, page 79.
Advanced Revelation
FEAT 6
Prerequisites Initial revelation spell
divine power reveals Greater mysteries to you. You learn the Advanced revelation spell associated with your mystery.
Player Core 2, page 140.
Advanced Runic Mind-Smithing
FEAT 16
Prerequisites Runic Mind Smithing
Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic, axiomatic, holy, or unholy runes.
In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations.
Dark Archive, page 205.
Advanced School Spell
FEAT 8
Prerequisites arcane school
You gain access to a powerful new school spell depending on your arcane school. If you're an abjurer, you gain energy absorption; if you're a conjurer, you gain dimensional steps; if you're a diviner, you gain vigilant eye; if you're an enchanter, you gain dread aura; if you're an evoker, you gain elemental tempest; if you're an illusionist, you gain invisibility cloak; if you're a necromancer, you gain life siphon; and if you're a transmuter, you gain shifting form. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 211.
Advanced School Spell
FEAT 8
You gain access to the Advanced teachings of your arcane institution, learning a powerful new school spell. You gain the Advanced school spell for your school of magic.
Player Core 1, page 203.
Advanced Seeker Of Truths
FEAT 12
Prerequisites Eldritch Researcher Dedication, Seeker of Truths
You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1.
Special You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths.
Advanced Shooter
FEAT 6
You've dedicated your training to the most complex and weird weapons of your favorite group. Choose firearms or crossbows. You gain proficiency with all advanced firearms as if they were martial firearms or with all advanced crossbows as if they were martial crossbows.
Guns & Gears, page 113.
Advanced Shooting
FEAT 6
Prerequisites Basic Shooting
You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level.
Special You can select this feat more than once. Each time you select it, you gain another gunslinger feat.
Guns & Gears, page 127.
Advanced Synergy
FEAT 6
Prerequisites Basic Synergy
You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another summoner feat.
This feat leads to: Signature Synergy.
Secrets of Magic, page 77.
Advanced Targeting System
FEAT 5
Your ocular processors are augmented with advanced targeting systems, which allow you to more easily pinpoint your enemy and read their movements. You can cast true strike once per day as a 1st-level arcane innate spell.
LOAG, page 73.
Advanced Thaumaturgy
FEAT 6
Prerequisites Basic Thaumaturgy
You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another thaumaturge feat.
Dark Archive, page 49.
Advanced Thoughtform
FEAT 6
Prerequisites Basic Thoughtform
You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another psychic feat.
Dark Archive, page 48.
Advanced Tranithair Mantis Magic
FEAT 6
Prerequisites Basic Tranithair Mantis Magic
Your Tranithair Mantis magical training has improved. Add two 2nd-level spells to your Tranithair Mantis assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Tranithair Mantis assassin spellbook.
At 8th level, add two 3rd-level spells to your Tranithair Mantis assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Tranithair Mantis assassin spellbook.
At 10th level, add two 4th-level spells to your Tranithair Mantis assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Tranithair Mantis assassin spellbook.
This feat leads to: Shaegud Training.
LOWG, page 71.
Advanced Trickery
FEAT 6
Prerequisites Basic Trickery
You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another rogue feat.
Core Rulebook, page 229.
Advanced Trickery
FEAT 6
Prerequisites Basic Trickery
You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another rogue feat.
Player Core 1, page 221.
Advanced Warden
FEAT 4
Prerequisites Initiate Warden
You unlock more powerful primal single spell. You gain your choice of one warden spell from the Advanced warden single spell on pages 383–384 (or another you have access to).
Special You can take this feat multiple times, choosing a different Advanced warden spell each time.
Player Core 1, page 159.
Advanced Weapon Training
FEAT 6
You've studied the art of wielding an advanced weapon.
Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.
Core Rulebook, page 147.
Advanced Weapon Training
FEAT 6
You’ve studied the art of wielding an Advanced Weapon.
Choose a Weapon group. You gain proficiency with all Advanced weapons in that group as if they were martial weapons of their Weapon group.
Player Core 1, page 144.
Advanced Weaponry
FEAT 1
Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing.
Secrets of Magic, page 67.
Advanced Wilding
FEAT 6
Prerequisites Basic Wilding
You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another druid feat.
Core Rulebook, page 225.
Advanced Wilding
FEAT 6
Prerequisites Basic Wilding
You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another druid feat
Player Core 1, page 218.
Advanced Witchcraft
FEAT 6
Prerequisites Basic Witchcraft
You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another witch feat.
Advanced Player’s Guide, page 154.
Advanced Witchcraft
FEAT 6
Prerequisites Basic Witchcraft
You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another witch feat.
Player Core 1, page 222.
FEAT 6
When an enemy's movement is compromised, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. The Strike gains the following failure effect.
Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. This damage has the same damage type as the weapon.Core Rulebook, page 147.