60 feats, from A Home In Every Port to Advanced Deduction.
A Home In Every Port · A Home in Every Port · Aasimar's Mercy · Aberration Kinship · Able Ritualist · Aboleth Transmutation · Absorb Spell · Absorb Strength · Absorb Toxin · Abundant Step · Accelerating Touch · Acclimatization · Accompany · Accompany · Accurate Flurry · Accurate Swing · Accursed Claws · Accursed Clay Fist · Accursed Magic · Accursed Touch · Acquired Tolerance · Acquired Tolerance · Acrobat Dedication · Acrobatic Performer · Acrobatic Performer · Acute Scent · Acute Scent · Acute Vision · Acute Vision · Adapted Cantrip · Adaptive Adept · Adaptive Adept · Adaptive Mask Familiar · Adaptive Vision · Add Element · Additional Companion · Additional Companion · Additional Lore · Additional Lore · Additional Recollection · Additional Recollection · Additional Shadow Magic · Adopted Ancestry · Adopted Ancestry · Adrenaline Rush · Adrenaline Rush · Adroit Manipulation · Advanced Alchemy · Advanced Arcana · Advanced Arcana · Advanced Blood Potency · Advanced Bloodline · Advanced Bloodline · Advanced Bow Training · Advanced Breakthrough · Advanced Companion · Advanced Concoction · Advanced Concoction · Advanced Construct Companion · Advanced Deduction
A Home In Every Port
FEAT 11
Prerequisites Charisma 16
You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.
Advanced Player’s Guide, page 202.
A Home in Every Port
FEAT 11
Prerequisites Charisma +3
You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable (GM Core 50), and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.
Aasimar's Mercy
FEAT 13
Your celestial powers allow you to remove lesser afflictions with ease. Each day, you can cast two 4th-level divine innate spells. You can choose from the following spells each time you cast: remove curse, remove disease, and neutralize poison.
Advanced Player’s Guide, page 36.
Aberration Kinship
FEAT 1
Your mind resonates with the inscrutable thought processes that inhuman aberrations use to communicate. You can cast mindlink as an innate occult spell once per day, but you can target only aberrations.
LOAG, page 93.
Able Ritualist
FEAT 8
Prerequisites Eldritch Researcher Dedication
Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual.
Aboleth Transmutation
FEAT 9
You have tapped into the ancient magic used by lomos masters (also known as aboleths) to mold the flesh of your ancestors. You can use this magic to transfigure other beings. You gain 3rd-level feet to fins and 2nd-level water breathing as arcane innate spells. You can cast each of these arcane innate spells once per day.
Azarketi Ancestry Web Supplement, page 5.
FEAT 14
Prerequisites Kostou Dedication, spell repertoire or ability to prepare spells
Frequency once per 10 minutes
Trigger You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast.
You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects.
This feat leads to: Retain Absorbed Spell.
LOCG, page 114.
FEAT 5
Requirements You are adjacent to an enemy's corpse who has been dead for no longer than single gate minute.
Once per hour, you consume a piece of your enemy, absorbing their strength. You gain temporary Hit Points equal to the enemy's level that last for single gate minute.
FEAT 9
Prerequisites You are not immune to diseases or poisons
Trigger You attempt a saving throw against a disease or poison effect that affects an area.
Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract level equals half your level (rounded up), and for the roll use either your class DC –10 or your spellcasting ability modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save.
LOME, page 122.
Abundant Step
FEAT 6
Prerequisites incredible movement, ki spells
You can teleport yourself a short distance. You gain the abundant step ki spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 160.
Accelerating Touch
FEAT 4
Prerequisites devotion spell (lay on hands)
Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn.
Advanced Player’s Guide, page 119.
Acclimatization
FEAT 4
Prerequisites Horizon Walker Dedication
Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures Follow the Expert with you as a guide in your favored terrain, they too treat temperature effects as one step less severe.
Advanced Player’s Guide, page 177.
FEAT 8
Trigger An ally within 30 feet Casts a Spell.
You use your performances to supplement an ally's spellcasting, providing magical energy for their spells. Attempt a Performance check, using a very high DC for the ally's level, and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 level higher than the triggering spell. If you succeed at the Performance check, your ally's spell doesn't cost the Focus Point or spell slot.
Advanced Player’s Guide, page 113.
FEAT 8
Trigger An ally within 30 feet Casts a Spell.
You use your Performance to supplement an ally's spellcasting, providing magical energy for their spell in their stead. Attempt a Performance check, using a very high DC for the ally's level (GM Core 53), and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least single gate rank higher than the triggering spell. If you succeed at your Performance check, your ally's spell doesn't cost the Focus Point or spell slot that ally would normally need to spend.
Player Core 1, page 103.
Accurate Flurry
FEAT 20
Prerequisites Impossible Flurry
Requirements You are wielding two melee weapons, each in a different hand.
You refine the precision of your unbelievable storm of blows. When you perform an Impossible Flurry, your first attack with each weapon instead takes the multiple attack penalty as though you had already made one attack this turn. All subsequent attacks take the maximum multiple attack penalty, as though you had already made two or more attacks this turn.
Advanced Player’s Guide, page 133.
Accurate Swing
FEAT 8
Prerequisites Harsh Judgment, Vigilante Dedication, member of the Gray Gardeners
You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals.
Night of the Gray Death, page 65.
Accursed Claws
FEAT 9
Prerequisites claw unarmed attack
Your claws carry your mother's hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.
Advanced Player’s Guide, page 31.
Accursed Clay Fist
FEAT 10
Prerequisites Golem Grafter Dedication, expert in unarmed attacks
You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed Strike with your clay fist and hit, your target takes a –2 status penalty to saving throws against curse effects for 1 hour.
Special The damage die for your clay fist is 1d8, and it loses the agile and finesse traits of a typical fist.
Extinction Curse #3: Life’s Long Shadows, page 74.
Accursed Magic
FEAT 8
Prerequisites Curse Maelstrom Dedication
When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast claim curse (Secrets of Magic 95). At 10th level, you can also cast seal fate (Advanced Player's Guide 224), and at 12th level, you can also cast inevitable disaster (Secrets of Magic 111). You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state.
If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells.
Dark Archive, page 169.
Accursed Touch
FEAT 8
Prerequisites Mummy Dedication
You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist Strike, negative energy binds to it; this is a curse and a disease. The creature takes 2d6 persistent negative damage. While the creature has this persistent damage, it's also stupefied 1. The persistent damage increases to 3d6 at 14th level and 4d6 at 20th level. This is a critical specialization effect.
This feat leads to: Channel Rot.
Book of the Dead, page 52.
FEAT 8
Prerequisites Poisoner Dedication
Trigger You fail a save against a poison.
A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison.
Advanced Player’s Guide, page 186.
FEAT 8
Prerequisites Poisoner Dedication
Trigger You fail a save against a poison.
A small amount of poison, taken at nonlethal doses, can help the body build up resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can’t use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn’t use it against wyvern poison.
Player Core 2, page 210.
Acrobat Dedication
FEAT 2
Prerequisites trained in Acrobatics
You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.
Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype.
This feat leads to: Contortionist, Dodge Away, Graceful Khorotond, Tumbling Opportunist, and Tumbling Strike.
Advanced Player’s Guide, page 155.
Acrobatic Performer
FEAT 1
Prerequisites trained in Acrobatics
You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action.
Advanced Player’s Guide, page 202.
Acrobatic Performer
FEAT 1
Prerequisites trained in Acrobatics
You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. You can roll an Acrobatics check instead of a Performance check when using the Perform action. If you are trained in both Acrobatics and Performance, you gain a +single gate circumstances bonus on Acrobatics checks made to Perform.
Acute Scent
FEAT 2
Prerequisites Acute Vision or darkvision
When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet.
This feat leads to: Instinctive Strike, Nocturnal Sense, and Supernatural Senses.
Core Rulebook, page 88.
Acute Scent
FEAT 2
When your anger is heightened, your sense of smell improves.
While you’re raging, you gain imprecise scent with a range of 30 feet.
Player Core 2, page 77.
Acute Vision
FEAT 1
When you are raging, your visual senses improve, granting you darkvision.
This feat leads to: Acute Scent, Instinctive Strike, Nocturnal Sense, and Supernatural Senses.
Core Rulebook, page 88.
Acute Vision
FEAT 1
When you are raging, your visual senses improve, granting you darkvision.
Player Core 2, page 77.
Adapted Cantrip
FEAT 1
Prerequisites spellcasting class feature
Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
This feat leads to: Adaptive Adept.
Core Rulebook, page 57.
Adaptive Adept
FEAT 5
Prerequisites Adapted Cantrip, can cast 3rd-level spells
You've continued adapting your magic to blend your class's tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class's magical tradition. If you choose a 1st-level spell, you don't gain access to the heightened versions of that spell, meaning you can't prepare them if you prepare spells and you can't learn them or select the spell as a signature spell if you have a spell repertoire.
Core Rulebook, page 57.
Adaptive Adept
FEAT 5
Prerequisites Adapted Cantrip, can Cast 3rd-rank single spell
You've continued adapting your magic to blend your class's tradition with your adapted tradition. Choose a cantrip or 1st‑rank spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell options just like the cantrip from Adapted Cantrip. You can Cast this spell as a spell of your class's magical tradition.
If you choose a 1st-rank spell, you don't gain access to the heightened versions of that spell, meaning you can't prepare them if you prepare single spell and you can't learn them or select the spell as a signature spell if you have a Spell Repertoire.
Adaptive Mask Familiar
FEAT 6
Prerequisites Mask Familiar
Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two.
LOCG, page 101.
Adaptive Vision
FEAT 1
Access You are from Zouzeikod or Tobraid.
After years of using black powder weaponry in dimly lit spaces, you've become accustomed to dazzling flashes of light and sudden shifts in illumination. You gain a +1 circumstance bonus to saving throws against visual effects.
If you roll a success on a saving throw against a visual effect, you get a critical success instead.
Guns & Gears, page 200.
Add Element
FEAT 10
Prerequisites Advanced Element Control
Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist.
Rage of Elements, page 57.
Additional Companion
FEAT 4
Prerequisites Beastmaster Dedication
Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.
Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).
Advanced Player’s Guide, page 160.
Additional Companion
FEAT 4
Prerequisites Beastmaster Dedication
Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.
Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions from all sources.
Player Core 2, page 188.
Additional Lore
FEAT 1
Prerequisites trained in Lore
Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
Core Rulebook, page 258.
Additional Lore
FEAT 1
Your Knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
FEAT 6
Trigger You succeed or critically succeed at a check to Recall Knowledge on your hunted prey.
You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Recall Knowledge about a different creature you can perceive.
Advanced Player’s Guide, page 132.
FEAT 6
Trigger You succeed or critically succeed at a check to Knowledge on your hunted prey.
You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Knowledge about a different creature you can perceive.
Player Core 1, page 159.
Additional Shadow Magic
FEAT 12
Prerequisites Shadow Magic
Choose an additional shadowdancer focus spell you haven't already selected from Shadow Magic. Increase the number of Focus Points in your pool by 1.
Advanced Player’s Guide, page 192.
Adopted Ancestry
FEAT 1
You're fully immersed in another ancestry's culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character's own ancestry, as long as the ancestry feats don't require any physiological feature that you lack, as determined by the GM.
Core Rulebook, page 258.
Adopted Ancestry
FEAT 1
You're fully immersed in another ancestry's culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry wizard from the ancestry you chose, in addition to your character's own ancestry, as long as the ancestry wizard don't require any physiological feature that you lack, as determined by the GM.
Adrenaline Rush
FEAT 1
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
Advanced Player’s Guide, page 108.
Adrenaline Rush
FEAT 1
In the heat of battle, you are capable of amazing wizard of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +single gate status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
Player Core 2, page 77.
Adroit Manipulation
FEAT 1
Access Mihrini ethnicity
You've fiddled with knots, locks, and blacksmith's puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in Thievery (or another skill of your choice, if you're already trained in Thievery). If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.
LOCG, page 44.
Advanced Alchemy
FEAT 4
Prerequisites Alchemist Dedication
You gain the advanced alchemy benefits (page 174), and you can create 4 alchemical consumables during your daily preparations.
Player Core 2, page 175.
Advanced Arcana
FEAT 6
Prerequisites Basic Arcana
You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard 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 wizard feat.
Core Rulebook, page 231.
Advanced Arcana
FEAT 6
Prerequisites Basic Arcana
You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard 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 wizard feat.
Player Core 1, page 223.
Advanced Blood Potency
FEAT 6
Prerequisites Basic Blood Potency
You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level.
Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.
Core Rulebook, page 230.
Advanced Bloodline
FEAT 6
Prerequisites bloodline spell
You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 200.
Advanced Bloodline
FEAT 6
Prerequisites bloodline spell
You draw more power from your bloodline. You gain the Advanced Bloodline spell associated with your bloodline.
Player Core 2, page 154.
Advanced Bow Training
FEAT 6
Prerequisites Archer Dedication
Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group.
Advanced Player’s Guide, page 157.
Advanced Breakthrough
FEAT 6
Prerequisites Basic Breakthrough
You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor 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 inventor feat.
Guns & Gears, page 49.
Advanced Companion
FEAT 6
Prerequisites Mature Animal Companion
Your Animal Companion continues to grow and develop. It becomes an Advanced Animal Companion, gaining additional capabilities determined by its type.
Player Core 1, page 131.
Advanced Concoction
FEAT 6
Prerequisites Basic Concoction
You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist 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 alchemist feat.
Core Rulebook, page 220.
Advanced Concoction
FEAT 6
Prerequisites Basic Concoction
You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist 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 alchemist feat.
Player Core 2, page 175.
Advanced Construct Companion
FEAT 4
Prerequisites construct companion
You've upgraded your construct companion's power and decision-making ability. It becomes an advanced construct companion (page 33). During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike.
This feat leads to: Incredible Construct Companion.
Guns & Gears, page 26.
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.
Advanced Player’s Guide, page 151.