60 feats, from Animal Magic to Archer’s Aim.
Animal Magic · Animal Rage · Animal Senses · Animal Shape · Animal Skin · Animal Skin · Animal Speaker · Animal Swiftness · Animal Trainer Dedication · Animalistic Brutality · Animalistic Resistance · Animate Net · Ankle Bite · Ankle Biter · Annihilating Swing · Annihilating Swing · Annotate Composition · Annotate Composition · Anoint Ally · Anoint Ally · Antagonize · Antagonize · Anthemic Performance · Anthropomorphic Shape · Anticipate Ambush · Anticipate Ambush · Apex Companion · Aquatic Adaptation · Aquatic Camouflage · Aquatic Conversationalist · Aquatic Eyes · Arcane Breadth · Arcane Breadth · Arcane Camouflage · Arcane Communication · Arcane Evolution · Arcane Evolution · Arcane Eye · Arcane Fists · Arcane Locomotion · Arcane Propulsion · Arcane Safeguards · Arcane School Spell · Arcane School Spell · Arcane Sense · Arcane Sense · Arcane Sensitivity · Arcane Shroud · Arcane Sight · Arcane Slam · Arcane Tattoos · Archaeologist Dedication · Archaeologist Dedication · Archaeologist's Luck · Archaeologist's Warning · Archaeologist’s Luck · Archer Dedication · Archer Dedication · Archer's Aim · Archer’s Aim
Animal Magic
FEAT 9
Your shapeshifting grants you a magical connection to the animal world. You can cast animal messenger, calm emotions (animals only), and speak with animals as 2nd-level primal innate spells once per day each. These spells use your class DC or spell DC, whichever is higher.
LOAG, page 81.
FEAT 8
Prerequisites Animal instinct
You transform into your animal. You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue's reach increases to 15 feet. Dismissing the transformation gains the rage trait.
Core Rulebook, page 91.
Animal Senses
FEAT 1
You gain one of the following senses available to your inherent animal: darkvision, low-light vision, or scent (imprecise) 30 feet. You must have low-light vision before you can gain darkvision with this feat. If your inherent animal doesn't typically have a specific type of sense, you can't gain that sense with this feat.
Special You can select this feat multiple times, choosing a different sense each time.
LOAG, page 81.
Animal Shape
FEAT 17
You have full control over your shape and can transform into your inherent animal.
You can use Change Shape to enter an animal shape. When you gain this feat, choose either aerial form, animal form, dinosaur form or insect form; after you choose a form, you can't change the form. While in animal shape, you gain the effects of a 5th-level casting of your chosen form spell, except you always transform into an animal matching your inherent animal and can use your humanoid form's AC if it's higher than what the animal form grants. If your inherent animal isn't among the animals listed in the form, you default to the statistics and abilities of the bird battle form, cat battle form, deinonychus battle form or ant battle form for aerial form, animal form, dinosaur form, and insect form, respectively (at the GM's discretion, you instead default to a different form that is closest to your inherent animal). You can remain in animal shape indefinitely and can use Change Shape to return to your humanoid or hybrid shape at any time.
If you have the Critter Shape feat, you can choose to gain the effects of a 4th-level pest form, can remain in critter shape indefinitely, and can return to your critter shape at any time after leaving the shape, just as you can with Animal Shape.
LOAG, page 82.
Animal Skin
FEAT 6
Prerequisites Animal instinct
Your proficiency in unarmored defense increases to expert. While you are raging and unarmored, your skin transforms into a thick hide resembling your animal's skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the greater juggernaut class feature, this status bonus increases to +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3.
Core Rulebook, page 90.
Animal Skin
FEAT 6
Prerequisites Animal instinct
Your proficiency in unarmored defense increases to expert.
When you are raging and unarmored, your skin transforms runes on your explorer’s clothing, mystic armor, and bands of force.
Player Core 2, page 78.
Animal Speaker
FEAT 5
Prerequisites ability to communicate with some type of animals (such as bats or arthropods)
You can speak to all animals, not just a particular subset. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).
LOAG, page 131.
Animal Swiftness
FEAT 17
You move like an animal. Your Speed increases by 5 feet. In addition, you gain one of the following Speeds available to your inherent animal: climb, fly, or swim. You gain this Speed only while in your hybrid shape.
The new movement is as fast as your standard Speed; for example, if you have a 30-foot Speed, you can gain a 30-foot climb Speed. If your inherent animal doesn't typically have a specific type of Speed, you can't gain it with this feat. If your inherent animal doesn't typically have a climb, fly, or swim Speed, your Speed increases by 10 feet instead.
LOAG, page 82.
Animal Trainer Dedication
FEAT 2
Prerequisites Trained in Nature
You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in Performance instead of the skill listed for its type.
Special You can't select another dedication feat until you've gained two other feats from the animal trainer archetype.
This feat leads to: Beast Speaker, Mature Trained Companion, Splendid Companion, and Specialized Companion.
FEAT 8
Prerequisites Animal instinct
You deepen the connection into your Animal order instincts. Your unarmed attack from bestial rage gains one of the following traits until you stop raging: backswing, forceful, parry, razing (page 274), or sweep. You can’t use this ability again until the next time you rage. You can choose a different trait each time you use Animalistic Brutality.
Player Core 2, page 80.
Animalistic Resistance
FEAT 5
Your animalistic connections help you resist natural afflictions.
You gain a +2 circumstance bonus to saves to resist diseases and poisons.
LOAG, page 81.
Animate Net
FEAT 6
Prerequisites Spell Trickster Dedication, ability to cast animate rope APG
When you cast animate rope, you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also immobilized until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net.
LOTGB, page 123.
FEAT 5
Prerequisites Fang Sharpener or razortooth goblin heritage
Trigger A foe gives you the grabbed or restrained condition using a part of its body.
Whenever someone grabs onto you, you instinctively bite down hard. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it's both satisfying and tasty. Make a jaws Strike against the triggering foe.
On a critical hit, you are no longer grabbed. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
LOCG, page 38.
Ankle Biter
FEAT 4
Prerequisites Zombie Dedication
You fight just as well on the ground as you do standing up. While you are prone, you are always Taking Cover against ranged attacks, you ignore the status penalty on your attack rolls from being prone, and you gain a +1 circumstance bonus to Athletics checks to Trip. You can choose to move up to half your Speed when you Crawl. You can instead move up to your full Speed when you Crawl, but if you do, you must succeed at a DC 6 flat check or your body deteriorates.
Book of the Dead, page 60.
FEAT 20
You have learned from the brute destructive power of xulgaths and their kind. You make a melee Strike that ignores any resistances the target has. If you target a solid unattended object or surface with your Strike, you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn't a magic item or the effect of a spell, you destroy it. If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the Strike for the counteract check. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, is an artifact, or is similarly difficult to destroy. You destroy up to a 5-foot cube of an object or surface larger than Medium.
FEAT 20
You have embraced brute destructive power. You make a melee Strike that ignores any resistances the target has. If you target a solid unattended object or surface with your Strike, you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn’t a magic item or the effect of a spell, you destroy it.
If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the Strike for the counteract check. Your counteract rank is 10th. On a successful counteract check, you destroy the object or surface unless it has Hardness Greater than 20, in an artifact, or is similarly difficult to destroy.
You destroy up to a 5-foot cube of an object or surface larger than Medium.
Player Core 2, page 85.
Annotate Composition
FEAT 10
By putting composition to paper, you can create a source of stirring words or song that others can read and understand.
You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a Performance check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have inspire heroics or lingering performance and the chosen composition spell allows, you can also use one of those spells to modify the annotated composition, with the GM rolling the secret Performance check. If you do, you spend an additional Focus Point, even if the secret check fails.
Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the concentrate trait.
This produces the effects of the composition as though the activating creature had Cast the Spell.
A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the concentrate trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic.
Advanced Player’s Guide, page 113.
Annotate Composition
FEAT 10
By putting composition to paper, you can create a source of stirring words or song that others can read and understand. You spend 10 minutes and single gate Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to Cast. If the chosen composition spell requires a Performance check as part of the casting, the GM rolls this check as a secret check when you annotate your score.
If you have fortissimo composition or lingering composition, you can also use one of those single spell to modify the annotated composition, provided the annotated composition can benefit from the modification. The GM rolls the secret Performance check. If you do, you spend an additional Focus Point, even if the secret check fails.
Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single gate action, which has the concentrate trait. This produces the effects of the composition as though the activating creature had Cast the Spell.
A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single gate action that has the concentrate trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic.
Player Core 1, page 104.
FEAT 2
You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic.
You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead. You can anoint only one ally at a time; if you place another rune, your previous designation ends.
Advanced Player’s Guide, page 139.
FEAT 2
You forge a mystical connection with an ally using a drop of your blood, allowing them to benefit from your magic. You place a blood rune on an adjacent ally that lasts for single gate minute. When you or an ally would gain a blood magic effect, you can forgo it, granting it to the anointed ally instead, even if they weren’t a target of your spell. You can anoint only one ally at a time; if you place another rune, your previous designation ends.
Player Core 2, page 153.
Antagonize
FEAT 2
Your taunts and threats earn your foes ire. When you successfully Demoralize a creature, its frightened condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1 round.
Advanced Player’s Guide, page 88.
Antagonize
FEAT 2
Your taunts and threats earn your foes’ ire. When you successfully Demoralize a creature, its frightened condition can’t decrease to less than single gate at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least single gate round.
Player Core 2, page 165.
Anthemic Performance
FEAT 8
Prerequisites Bard Dedication
Your music, speech, or other performance inspires your allies to dive into battle. You gain the courageous anthem composition cantrip (page 370).
Player Core 1, page 216.
Anthropomorphic Shape
FEAT 4
Prerequisites Untamed Form
Humanoids' supposed place apart from animals is folly—taking on their forms just requires some extra practice. You add the shapes listed in humanoid form to your Untamed Form list.
Player Core 1, page 129.
Anticipate Ambush
FEAT 6
Prerequisites expert in Stealth
Using your extensive knowledge of ambush tactics, you keep watch for any hidden creatures or dangerous sites, moving at half your travel speed. If you're Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a –2 circumstance penalty to their Stealth checks.
Advanced Player’s Guide, page 135.
Anticipate Ambush
FEAT 6
Prerequisites expert in Stealth
You keep watch for any hidden creatures or dangerous sites, moving at half your travel Speed. If you’re Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a –2 circumstance penalty to their Stealth checks.
Player Core 1, page 172.
Apex Companion
FEAT 20
Prerequisites Animal Companion
You can call upon the essence of every individual animal of a particular species to temporarily transform your animal into an exemplar of its kind. You learn the apex companion order spell. Increase the number of Focus Points in your focus pool by 1.
Age of Ashes #6: Broken Promises, page 76.
Aquatic Adaptation
FEAT 13
Frequency once per day
If you and up to four other creatures are in contact with a body of water deep enough for you to fully submerge, you can spend 10 minutes adapting the creatures to that specific body of water. This allows them to breathe normally while within that body of water and protects them from deep ocean pressure. These effects last until the creatures are no longer in contact with that body of water or until you use this ability again, whichever comes first for each creature.
LOAG, page 16.
Aquatic Camouflage
FEAT 13
You blend into the waves. While fully submerged in water, as long as an observer is at least 20 feet away from you, you don't need cover from that observer to Hide or Sneak.
LOAG, page 16.
Aquatic Conversationalist
FEAT 5
You can ask questions of, receive answers from, and use the Diplomacy skill with animals with the amphibious or aquatic traits. You gain a +1 circumstance bonus to Make an Impression on such animals.
LOAG, page 15.
Aquatic Eyes
FEAT 1
As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
LOAG, page 119.
Arcane Breadth
FEAT 8
Prerequisites Basic Wizard Spellcasting
You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest Wizard spell slots.
Core Rulebook, page 231.
Arcane Breadth
FEAT 8
Prerequisites Basic Wizard Spellcasting
Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.
Player Core 1, page 223.
Arcane Camouflage
FEAT 9
Prerequisites hunter automaton
You have developed magical techniques to aid you with stalking your prey. You can cast blur and invisibility each once per day as 2nd-level arcane innate spells.
Enhancement Your camouflage is more potent. Your blur spell now lasts 10 minutes and when you cast invisibility, you can choose to gain the effects of the 4th-level version of the spell. In addition, you can now cast blur and invisibility each twice per day.
Guns & Gears, page 41.
Arcane Communication
FEAT 1
You can deliver silent messages. You gain touch telepathy, allowing you to communicate silently and mentally with any creature you're touching, as long as you share a language.
Enhancement You can send your messages even further. Your telepathy gains a range of 10 feet, but you still have to share a language with your target.
Guns & Gears, page 40.
Arcane Evolution
FEAT 4
Prerequisites bloodline that grants arcane spells
Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard's spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.
During your daily preparations, choose any one spell from your book of arcane spells. If it isn't in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it's already in your spell repertoire, add it as an additional signature spell for that day.
This feat leads to: Greater Mental Evolution and Greater Physical Evolution.
Core Rulebook, page 199.
Arcane Evolution
FEAT 4
Prerequisites bloodline that grants arcane single spell
Your arcane legacy allows you to perceive how magic affects everything. You become trained in one skill of your choice.
Additionally, you can use arcane arts to tinker with your selection of single spell. During your daily preparations, you can choose one spell in your Spell Repertoire to be a signature spell that day. You can use the Learn Spells activity to add more arcane single spell to the list you choose from, but if you prepare a spell that isn’t in your repertoire, you temporarily add it to your repertoire at the spell rank of your choice instead of making it a signature spell.
Player Core 2, page 153.
Arcane Eye
FEAT 1
Prerequisites low-light vision
Your eye has been magically enhanced to pierce darkness. You gain darkvision.
Enhancement Your eye can see invisible creatures in brief spurts. You can cast see invisibility as an arcane innate spell once per hour.
Guns & Gears, page 40.
Arcane Fists
FEAT 1
Your physical training encompasses unarmed combat forms. The damage die for your fist changes to 1d6 instead of 1d4. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the arcane trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group.
Secrets of Magic, page 42.
Arcane Locomotion
FEAT 13
You've modified your body to allow you to augment your movement. You gain either a climb Speed of 20 feet or a swim Speed of 20 feet, your choice.
Enhancement Your body allows for even further forms of movement. You can either select the option from this feat you haven't chosen yet (climb Speed or swim Speed), or you can increase your land Speed by 5 feet and increase the Speed you chose from this feat increase to be equal to your adjusted land Speed.
Guns & Gears, page 42.
FEAT 9
Frequency once per day
You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this redirected energy for 5 minutes. You gain a fly Speed equal to your Speed while redirecting the energy.
Enhancement You can maintain your flight for longer. You can redirect your energy at all times, allowing you to fly whenever you want, rather than just once per day for 5 minutes.
Guns & Gears, page 41.
Arcane Safeguards
FEAT 5
Trigger You attempt a saving throw against a harmful magical effect but haven't rolled yet.
Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if you roll a success, you get a critical success instead.
Guns & Gears, page 41.
Arcane School Spell
FEAT 4
Prerequisites Wizard Dedication
You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying.
Core Rulebook, page 231.
Arcane School Spell
FEAT 4
Prerequisites Wizard Dedication
You gain your school’s initial school spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying.
Player Core 1, page 223.
Arcane Sense
FEAT 1
Prerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd level; if you're legendary, it is heightened to 4th level.
This feat leads to: Eye Of The Trukhorel.
Core Rulebook, page 258.
Arcane Sense
FEAT 1
Prerequisites trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can Cast 1st-rank detect magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd rank; if you're legendary, it is heightened to 4th rank.
Arcane Sensitivity
FEAT 6
Prerequisites Sugroumoriand Detective Dedication
You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the concentrate trait) to determine if any magical auras are present in the area.
This has the effects of a 1st-level detect magic spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level detect magic spell), but doing so prevents you from using this ability again until you've rested for 8 hours.
AoE1, page 79.
FEAT 14
Prerequisites Arcane Cascade, Spellstrike
Frequency once per turn
Requirements Your most recent action was to Cast a Spell from a spell slot or make a Spellstrike with a spell from a spell slot.
Your spell has a powerful aftereffect, briefly granting you a certain spell depending on the spell you cast. You use Arcane Cascade and are subject to an additional aftereffect spell depending on the school of your most recent spell. This aftereffect spell's duration lasts until the end of your next turn or its normal duration, whichever is longer. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud.
Secrets of Magic, page 48.
Arcane Sight
FEAT 13
Prerequisites ability to cast the detect magic cantrip
You've trained yourself to constantly be on the lookout for magical effects, even when focusing on looking out for other things. When you are Searching, you also gain the benefits of Detect Magic unless you choose not to. See page 479 of the Core Rulebook for more information about exploration activities.
LOME, page 118.
FEAT 9
Prerequisites warrior automaton
Requirements You have a creature grabbed or restrained.
You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. Attempt an Athletics check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.
Critical Success You slam the foe down and the magical energy overwhelms it. The creature is knocked prone, becomes dazzled for 1 round, and takes damage equal to 2d6 plus your Strength modifier. The foe is no longer grabbed or restrained by you.Success You slam the foe down. The creature is knocked prone and takes damage equal to your Strength modifier. The foe is no longer grabbed or restrained by you.Failure You are unable to slam the creature, but your hold on the creature remains.Critical Failure The creature breaks free and is no longer grabbed or restrained by you.Enhancement Your arms better channel your core's power. You no longer take penalties for attempting to slam larger foes. Your foe takes damage equal to 2d6 plus your Strength modifier on a success (or double that on a critical success).
Guns & Gears, page 41.
Arcane Tattoos
FEAT 1
Access Liativeirn ethnicity or New Faliakreinound nationality
You have tattoos on your body corresponding to one of the ancient Virokral schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will.
This feat leads to: Ornate Tattoo and Virtue-forged Tattoos.
LOCG, page 11.
Archaeologist Dedication
FEAT 2
Prerequisites trained in Perception, Society, and Thievery
You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past.
You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
Special You can't select another dedication feat until you have gained two other feats from the archaeologist archetype.
This feat leads to: Archaeologist's Luck, Greater Magical Scholastics, Magical Scholastics, Scholastic Identification, and Settlement Scholastics.
Advanced Player’s Guide, page 156.
Archaeologist Dedication
FEAT 2
Prerequisites trained in Society and Thievery
You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past.
You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
Player Core 2, page 184.
Archaeologist's Luck
FEAT 8
Prerequisites Archaeologist Dedication
Frequency once per hour
Trigger You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.
You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.
Advanced Player’s Guide, page 156.
FEAT 6
Prerequisites Vofalai Agent Dedication
Trigger You are about to roll a Perception, Society, or Thievery check for initiative.
You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the visual or auditory trait.
LOPSG, page 41.
FEAT 8
Prerequisites Archaeologist Dedication
Trigger You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.
Once per hour. You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.
Player Core 2, page 184.
Archer Dedication
FEAT 2
You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow.
Special You can't select another dedication feat until you have gained two other feats from the archer archetype.
This feat leads to: Advanced Bow Training, Archer's Aim, Crossbow Terror, Quick Shot, and Staggering Fire.
Advanced Player’s Guide, page 157.
Archer Dedication
FEAT 2
You have familiarity with all weapons in the bow and crossbow weapon groups. For the purposes of proficiency, treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
If you are at least an expert in the bow or crossbow you are using, you get the critical specialization effect of that weapon when you get a critical hit with it.
Player Core 2, page 185.
FEAT 8
Prerequisites Archer Dedication
You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow weapon group.
You gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.
Advanced Player’s Guide, page 157.
FEAT 8
Prerequisites Archer Dedication
You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow or crossbow weapon group.
You gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.
Player Core 2, page 185.