60 feats, from Alloy Flesh and Steel to Animal Feature.
Alloy Flesh and Steel · Alluring Performance · Ally's Shelter · Ally's Shelter · Alter Admixture · Alter Ego Dedication · Alter Resistance · Always Ready · Ambersoul · Ambush Awareness · Ambush Bladderwort · Ambush Hunter · Ambushing Knockdown · Ammunition Thaumaturgy · Amorphous Aspect · Amphibious Form · Amplifying Touch · Anadi Lore · Analyze Idiolect · Analyze Idiolect · Analyze Information · Analyze Weakness · Analyze Weakness · Anarchic Arcana · Ancestor's Rage · Ancestor's Rage · Ancestor's Transformation · Ancestral Blood Magic · Ancestral Insight · Ancestral Linguistics · Ancestral Longevity · Ancestral Longevity · Ancestral Mage · Ancestral Mind · Ancestral Paragon · Ancestral Paragon · Ancestral Suspicion · Ancestral Suspicion · Ancestral Weaponry · Anchoring Aura · Anchoring Roots · Ancient Memories · Ancillary Motes · Android Lore · Angel Of Death · Angel Of Death · Angel of Vindication · Angelic Magic · Angelkin · Animal Accomplice · Animal Accomplice · Animal Companion · Animal Companion · Animal Companion · Animal Companion · Animal Elocutionist · Animal Elocutionist · Animal Empathy · Animal Empathy · Animal Feature
FEAT 14
Elemental energy replaces every cell of your body with raw metal. You gain the benefits of the ferrous form spell (except you can't cast needle darts) until the end of your next turn. You can Sustain the impulse up to 1 minute, and when you do, you can Raise a metal Shield if you're wielding one. Your metal Elemental Blasts deal an additional die of damage. If you suspend any conditions with Alloy Flesh and Steel, when it ends, you're temporarily immune to Alloy Flesh and Steel for 1 hour.
Level (16th) The resistance is 15.
Rage of Elements, page 31.
FEAT 9
Frequency once per day
Requirements trained in Performance
You command the attention of those around you with an elegant display. Attempt a Performance check and compare it to the Will DC of each creature in a 15-foot emanation.
Critical Success The target is fascinated with you for as long as you perform (unless it breaks from the fascination, as normal for the condition) and is dazzled for 1 round or as long as it's fascinated, whichever is longer.Success The target is fascinated for 1 round and is dazzled for 1 round.Failure The target is dazzled for 1 round.Critical Failure The target is unaffected.LOIL, page 62.
FEAT 5
Frequency once per day
Trigger You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet.
In stressful circumstances, you find strength in your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.
Advanced Player’s Guide, page 14.
FEAT 5
Trigger You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet.
Once a day, you follow your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.
Alter Admixture
FEAT 8
Requirements You are holding or wearing an alchemist’s toolkit.
Sometimes, you need to adapt your alchemical mixtures to new situations. In a process that takes 10 minutes, you change an item you created with Advanced alchemy into a similar item. You can change an alchemical bomb into another type of alchemical bomb, an elixir into another type of elixir, or a poison into another type of poison. If it’s unclear decides. You must know the formula for the new item, and the new item must be of the same or lower item level than the original item. The new item still keeps the infused trait, and it remains potent as long as the original item would have.
Player Core 2, page 66.
Alter Ego Dedication
FEAT 2
Prerequisites trained in Deception and Stealth
You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the Assume a Role activity.
You perform the Impersonate activity to pass as a member of the role you observed and gain a +1 circumstance bonus to any Deception checks you attempt in your impersonation. This takes the normal amount of time it takes you to Impersonate. You also choose one Lore skill relevant to that role (such as Farming Lore for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that Lore skill, and if you're untrained in it, you can use your level as your proficiency bonus.
You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to.
Special You can't select another dedication feat until you've gained two other feats from the alter ego archetype.
This feat leads to: Change of Face, Fake It Till You Make It, In Plain Sight, Sound Mirror, Muscle Mimicry, Swap Reflections, and Borrow Memories.
Dark Archive, page 126.
FEAT 13
Frequency once per hour
Trigger You take acid, electricity, or sonic damage.
You focus on your protean forebears to change your energy resistance. The energy resistance you gain from your ganzi heritage changes to match the triggering damage. This change occurs after the damage is dealt.
LOAG, page 98.
Always Ready
FEAT 4
Prerequisites Sitreiku Sentry Dedication
Extensive training against undead has taught you to cover your weak points, even when you think that you're alone. You aren't flat-footed to hidden, undetected, or flanking undead of your level or lower. However, the undead can still help their allies flank. If all of your opponents are undead, you gain a +1 circumstance bonus to initiative rolls; the GM determines whether to apply this bonus if undead are disguised as another type of creature, if another type of creature is disguised as undead, or if there are additional opponents you haven't noticed who aren't undead.
LOKL, page 78.
Ambersoul
FEAT 1
Your elemental heritage is reflected in the oils and fragrances of plants, in tree resin that fossilizes into amber, or in the gentle smell of a flower. Sticky, golden sap runs through your veins instead of blood. Each time a creature deals slashing or piercing damage to you with a melee Strike, your sap coats its weapon or unarmed attack.
The creature takes a –1 circumstance penalty on attack rolls with that weapon or unarmed attack until the end of its turn.
Rage of Elements, page 47.
Ambush Awareness
FEAT 5
You gain a +2 circumstance bonus to Perception checks attempted as initiative rolls.
Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.
LOME, page 118.
FEAT 4
You plant the seed of a giant bladderwort in an unoccupied square of ground or water within 30 feet. It lasts for 10 minutes.
Using this impulse again ends any previous one. If a creature enters its square, the seed erupts into a voluminous, translucent plant that seals tight around the triggering creature and fills with water. Unless the creature succeeds at a Reflex save against your class DC, it's immobilized within the bladderwort and must hold its breath or begin drowning. The Escape DC is also your class DC. The plant has AC 10 and 50 Hit Points.
If a creature dies inside it, the plant shrinks down, converting itself and the remains into a watery fruit. A creature can eat this consumable to regain 1d8+4 HP, after which that creature is temporarily immune for 10 minutes. This fruit rots after 1 hour.
Level (+4) The bladderwort's HP increase by 25 and the fruit's healing increases by 1d8+4.
Rage of Elements, page 36.
Ambush Hunter
FEAT 9
You are always Searching for the perfect opportunity to ambush your enemies. You can Perform the Scout exploration activity at the same time as the Avoid Notice exploration activity.
FEAT 8
Access Side with the Washboard Dogs in the gang conflict.
Prerequisites ruffian racket
Requirements You're wielding a melee weapon that deals bludgeoning damage and you're hidden from or undetected by an enemy.
You emerge from hiding and deliver a blow that can knock an enemy sprawling to the ground. You Stride up to half your Speed, but you must end your movement next to a foe you're hidden from or undetected by. You then Strike that enemy with the required weapon; if you hit, the target is knocked prone.
AoE3, page 75.
Ammunition Thaumaturgy
FEAT 1
You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can Interact to reload a weapon using the hand holding your implement.
Dark Archive, page 42.
Amorphous Aspect
FEAT 5
Your body is supremely flexible. You gain a +1 circumstance bonus on checks to Escape or Squeeze, and when you critically fail when Squeezing, you get a failure instead.
LOAG, page 97.
Amphibious Form
FEAT 2
Your eidolon adapts to life on land and underwater. It gains the amphibious trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less.
Secrets of Magic, page 68.
Amplifying Touch
FEAT 12
Prerequisites devotion spell (lay on hands)
Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their Strikes until the end of their next turn.
Advanced Player’s Guide, page 120.
Anadi Lore
FEAT 1
You've learned how to provide for your community, be it through hard-earned sustenance or useful crafts. You gain the trained proficiency rank in Crafting and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in Anadi Lore.
LOME, page 106.
Analyze Idiolect
FEAT 6
Prerequisites Linguist Dedication, expert in Deception and Society
You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time.
Advanced Player’s Guide, page 178.
Analyze Idiolect
FEAT 6
Prerequisites Linguist Dedication, expert in Deception and
Society You break down a specific individual’s idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance character study required, if you Analyze Idiolect again, it replaces any previous idiolect you memorized.
Player Core 2, page 203.
Analyze Information
FEAT 9
You can stoke your mind into a burst of analytical prowess. You can cast 3rd-level hypercognition once per day as a divine innate spell.
LOAG, page 78.
FEAT 6
Prerequisites sneak attack 2d6
Requirements You must have identified a creature with Recall Knowledge.
Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form.
The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to 3d6 at 11th level and 4d6 at 17th level.
Advanced Player’s Guide, page 135.
FEAT 6
Prerequisites Sneak attack 2d6
Requirements You have identified a creature with Knowledge
Your Knowledge of a creature’s physiology helps you attack with pinpoint accuracy. You carefully study a creature that you’ve identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage.
At 11th level, the additional damage becomes 3d6, and at 17th level it becomes 4d6.
Player Core 1, page 172.
Anarchic Arcana
FEAT 9
The magic in your blood is unpredictable. When you make your daily preparations, roll 1d12 twice and consult the following list. 1: acid arrow; 2: blur; 3: hideous laughter; 4: humanoid form; 5: illusory object; 6: mirror image; 7: resist energy; 8: see invisibility; 9: shatter; 10: sound burst; 11: spider climb; 12: telekinetic maneuver. You can cast each of those two spells once during the following day (or one spell twice if you rolled doubles) as 2nd-level divine innate spells.
LOAG, page 98.
Ancestor's Rage
FEAT 13
You transform into an enormous otherworldly hyena. You can cast animal form (canine form only) once per day as a 5th-level occult innate spell.
LOME, page 114.
Ancestor's Rage
FEAT 13
You transform into an enormous, otherworldly hyena. You can Cast animal form (canine form only) once per day as a 5th-rank occult innate spell.
Ancestor's Transformation
FEAT 13
You can commune with ancestor spirits to assume the form of an enormous primeval strix. You can cast 5th-level aerial form as a primal innate spell once per day, but you take the form of a primeval strix, using the statistics for a bird form.
LOAG, page 138.
Ancestral Blood Magic
FEAT 1
The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic.
This feat leads to: Ancestral Mage.
Advanced Player’s Guide, page 139.
Ancestral Insight
FEAT 1
You have extensive knowledge of your ancestors' ancient origins. You gain the trained proficiency rank in Lomos Lore and Driraithod Lore. If you roll a critical failure on an Lomos Lore or Driraithod Lore check to Recall Knowledge, you get a failure instead.
LOAG, page 14.
Ancestral Linguistics
FEAT 1
Prerequisites at least 100 years old
Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option.
Advanced Player’s Guide, page 43.
Ancestral Longevity
FEAT 1
Prerequisites at least 100 years old
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.
This feat leads to: Expert Longevity and Universal Longevity.
Core Rulebook, page 40.
Ancestral Longevity
FEAT 1
Prerequisites at least 100 years old
You have accumulated a vast array of lived Knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.
Ancestral Mage
FEAT 10
Prerequisites Ancestral Blood Magic
The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots.
Advanced Player’s Guide, page 140.
Ancestral Mind
FEAT 1
By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power. You can cast any innate spells you know from an ancestry feat or heritage using your psychic spellcasting components. When you do so, the spell's tradition becomes occult, if it wasn't already, and you can use your psychic spellcasting ability modifier instead of Charisma to determine your spell attack roll and spell DC.
Dark Archive, page 24.
Ancestral Paragon
FEAT 3
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
Core Rulebook, page 258.
Ancestral Paragon
FEAT 3
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
Ancestral Suspicion
FEAT 5
Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.
Advanced Player’s Guide, page 43.
Ancestral Suspicion
FEAT 5
Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might Seeking to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.
Ancestral Weaponry
FEAT 2
Prerequisites Monastic Weaponry, a feat granting access to all weapons with an ancestry trait (such as elf or orc)
You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the agile or finesse trait gain the monk trait.
Advanced Player’s Guide, page 128.
Anchoring Aura
FEAT 14
Prerequisites Fiendsbane Oath
Your aura hampers fiends' teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells.
Core Rulebook, page 114.
Anchoring Roots
FEAT 5
Small roots sprout from your feet, steadying you as you move. You gain the Steady Balance skill feat, even if you aren't trained in Acrobatics, and you can use the Anchor action.
If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing out the roots. At the GM's discretion, this ability might not work on ground that's more resilient than stone, such as metal flooring or magically-reinforced masonry.
LOAG, page 43.
Ancient Memories
FEAT 1
In the long years since Zivo's day, you've done pretty much everything at one time or another. During your daily preparations, you can explore your memories of your past lives to become trained in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.
LOIL, page 37.
Ancillary Motes
FEAT 9
Prerequisites Crystalline Dust
You can use Crystalline Dust one more time per day.
Special You can take this feat more than once, gaining one more use of Crystalline Dust per day each time.
LOAG, page 78.
Android Lore
FEAT 1
You have a keen interest in the origins of your people. You gain the trained proficiency rank in Crafting and Thievery. 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 Android Lore.
LOAG, page 72.
Angel Of Death
FEAT 10
Prerequisites Assassin Dedication
All your Strikes against a creature you have Marked For Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity.
Advanced Player’s Guide, page 158.
Angel Of Death
FEAT 10
Prerequisites Assassin Dedication
All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. In addition, if the creature is killed this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect’s counteract rank is higher than half your level rounded up, or originates from an artifact or a deity.
Use the level you were when you killed the creature, even if your level is higher at the time the attempt was made.
Player Core 2, page 186.
Angel of Vindication
FEAT 4
Prerequisites Assassin Dedication
Requirements Your mark is an undead creature.
To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you Strike a flat-footed undead foe with a weapon that has the backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity. Finally, if you have the Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed.
LOKL, page 80.
Angelic Magic
FEAT 9
Prerequisites Angelkin
You can tap into the magic of angels that runs through your blood. You can cast humanoid form and remove fear each once per day as 2nd-level divine innate spells.
Advanced Player’s Guide, page 36.
Angelkin
FEAT 1
You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the Multilingual skill feat.
This feat leads to: Angelic Magic and Truespeech.
Advanced Player’s Guide, page 35.
Animal Accomplice
FEAT 1
You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.
Core Rulebook, page 44.
Animal Accomplice
FEAT 1
You build a rapport with an Animal order, which becomes magically bonded to you. You gain a familiar using the rules on page 212. The type of Animal order is up to you, but most gnomes choose animals with a Burrowing Speed.
Animal Companion
FEAT 1
Prerequisites Animal order
You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information.
This feat leads to: Mature Animal Companion and Incredible Companion.
Core Rulebook, page 133.
Animal Companion
FEAT 1
You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions. When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one.
This feat leads to: Mature Animal Companion, Incredible Companion, Specialized Companion, and Stealthy Companion.
Core Rulebook, page 170.
Animal Companion
FEAT 1
Prerequisites Animal order
You gain the service of a young animal companion (page 206) that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
Player Core 1, page 127.
Animal Companion
FEAT 1
You gain the service of a young animal companion that travels with you and obeys simple commands.
See Animal Companions on page 206. When you hunted prey, your Animal Companion gains the action’s benefits and your hunter’s edge benefit if you have one.
Player Core 1, page 156.
Animal Elocutionist
FEAT 5
Prerequisites Burrow Elocutionist
You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).
Core Rulebook, page 45.
Animal Elocutionist
FEAT 1
You hear Animal order sounds as conversations instead of unintelligent noise, and you can respond in turn. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, Wild order animals will give you time to make your case. You gain a +single gate circumstance bonus to Make an Impression on animals.
Animal Empathy
FEAT 1
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, Wild order animals will give you time to make your case.
Player Core 1, page 127.
Animal Empathy
FEAT 2
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, Wild order animals will give you time to make your case.
Player Core 1, page 158.
Animal Feature
FEAT 4
Prerequisites warden spells
You are so connected with the animal world that you can grant yourself an animal's features and abilities. You gain the animal feature warden spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 132.