60 feats, from Basic Maneuver to Beastmaster’s Trance.
Basic Maneuver · Basic Maneuver · Basic Martial Magic · Basic Modification · Basic Muse's Whispers · Basic Muse's Whispers · Basic Mysteries · Basic Mysteries · Basic Oracle Spellcasting · Basic Oracle Spellcasting · Basic Psychic Spellcasting · Basic Scroll Cache · Basic Scroll Cache · Basic Shooting · Basic Skysage Divination · Basic Sorcerer Spellcasting · Basic Spellcasting · Basic Summoner Spellcasting · Basic Synergy · Basic Thaumaturgy · Basic Thoughtform · Basic Tranithair Mantis Magic · Basic Trickery · Basic Trickery · Basic Wilding · Basic Wilding · Basic Witch Spellcasting · Basic Witch Spellcasting · Basic Witchcraft · Basic Witchcraft · Basic Wizard Spellcasting · Basic Wizard Spellcasting · Bastion Dedication · Bastion Dedication · Bat Form · Battle Assessment · Battle Cry · Battle Cry · Battle Medicine · Battle Medicine · Battle Planner · Battle Planner · Battle Prayer · Battleforger · Beacon Mark · Bear Empathy · Bear Hug · Beast Dynamo Howl · Beast Gunner Dedication · Beast Speaker · Beast Trainer · Beastbrood · Beastmaster Bond · Beastmaster Bond · Beastmaster Dedication · Beastmaster Dedication · Beastmaster's Call · Beastmaster's Trance · Beastmaster’s Call · Beastmaster’s Trance
Basic Maneuver
FEAT 4
Prerequisites Fighter Dedication
You gain a 1st- or 2nd-level fighter feat.
This feat leads to: Advanced Maneuver.
Core Rulebook, page 226.
Basic Maneuver
FEAT 4
Prerequisites Fighter Dedication
You gain a 1st- or 2nd-level fighter feat.
Player Core 1, page 219.
Basic Martial Magic
FEAT 4
Prerequisites Magus Dedication
You gain a 1st- or 2nd-level magus feat of your choice.
This feat leads to: Advanced Martial Magic.
Secrets of Magic, page 75.
Basic Modification
FEAT 8
Prerequisites Inventor Dedication
You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation (page 16). Your innovation must meet any requirements for the modification you choose, as normal.
Guns & Gears, page 49.
Basic Muse's Whispers
FEAT 4
Prerequisites Bard Dedication
You gain a 1st- or 2nd-level bard feat.
This feat leads to: Advanced Muse's Whispers.
Core Rulebook, page 222.
Basic Muse's Whispers
FEAT 4
Prerequisites Bard Dedication
You gain a 1st- or 2nd-level bard feat.
Player Core 1, page 216.
Basic Mysteries
FEAT 4
Prerequisites Oracle Dedication
You gain a 1st- or 2nd-level oracle of your choice.
This feat leads to: Advanced Mysteries.
Advanced Player’s Guide, page 152.
Basic Mysteries
FEAT 4
Prerequisites Oracle Dedication
You gain a 1st- or 2nd-level oracle feat of your choice.
Player Core 2, page 180.
Basic Oracle Spellcasting
FEAT 4
Prerequisites Oracle Dedication
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.
This feat leads to: Expert Oracle Spellcasting, Master Oracle Spellcasting, and Mysterious Breadth.
Advanced Player’s Guide, page 152.
Basic Oracle Spellcasting
FEAT 4
Prerequisites Oracle Dedication
You gain the basic spellcasting benefits (page 173). When you gain a spell slot of a new rank from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered (including the granted spells associated with your mystery) to your repertoire, of that spell rank.
Player Core 2, page 180.
Basic Psychic Spellcasting
FEAT 4
Prerequisites Psychic Dedication
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered.
This feat leads to: Expert Psychic Spellcasting and Master Psychic Spellcasting.
Dark Archive, page 48.
Basic Scroll Cache
FEAT 6
Prerequisites Scroll Trickster Dedication
You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly.
Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via Learn a Spell, and it must come from a tradition in which you have the corresponding skill trained.
This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell.
At 8th level, add a second temporary scroll containing a 2nd-level spell.
This feat leads to: Expert Scroll Cache and Master Scroll Cache.
Advanced Player’s Guide, page 189.
Basic Scroll Cache
FEAT 6
Prerequisites Scroll Trickster Dedication
You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-rank spell. The spell must be a common spell, a spell to which you have access, or a spell you are able to cast, and you must be trained in the skill corresponding to at least one of the spell’s traditions. You can use Learn a Spell to add spells to those you can use with this feat, even if you aren’t a spellcaster. This scroll is an unstable, temporary item (page 174) and loses its magic the next time you make your daily preparations if you haven’t already used it. This temporary scroll can’t be used to Learn the Spell.
At 8th level, add a second temporary scroll containing a 2nd-rank spell.
Player Core 2, page 213.
Basic Shooting
FEAT 4
Prerequisites Gunslinger Dedication
You gain a 1st- or 2nd-level gunslinger feat of your choice.
This feat leads to: Advanced Shooting.
Guns & Gears, page 127.
Basic Skysage Divination
FEAT 4
Prerequisites Thiavrunaed Skysage Dedication
The stars move, granting you a sliver of their magic.
Choose a 1st-level spell from any spell list to add to your spell repertoire. You can Cast this Spell as an occult Thiavrunaed skysage spell.
At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from the divination school.
This feat leads to: Expert Skysage Divination and Master Skysage Divination.
Gatewalkers #1: The Seventh Arch, page 82.
Basic Sorcerer Spellcasting
FEAT 4
Prerequisites Sorcerer Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered.
This feat leads to: Bloodline Breadth, Expert Sorcerer Spellcasting, and Master Sorcerer Spellcasting.
Core Rulebook, page 230.
Basic Spellcasting
FEAT 4
Prerequisites Cantrip Casting
You increase your ability to cast spells. You gain the basic spellcasting benefits granted by spellcasting archetypes, gaining a spell repertoire. Each time you gain a spell slot of a new level from the basic, expert, and master spellcasting benefits from pervasive magic feats, add a spell of the appropriate spell level to your repertoire: a common spell of the magical tradition matching your trait, or another spell of that tradition that you have learned or discovered.
This feat leads to: Expert Spellcasting and Master Spellcasting.
Secrets of Magic, page 219.
Basic Summoner Spellcasting
FEAT 6
Prerequisites Summoner Dedication
You gain the basic bounded spellcasting benefits.
You gain the Cast a Spell activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition.
You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire.
This feat leads to: Expert Summoner Spellcasting and Master Summoner Spellcasting.
Secrets of Magic, page 77.
Basic Synergy
FEAT 4
Prerequisites Summoner Dedication
You gain a 1st- or 2nd-level summoner feat of your choice.
This feat leads to: Advanced Synergy and Signature Synergy.
Secrets of Magic, page 76.
Basic Thaumaturgy
FEAT 4
Prerequisites Thaumaturge Dedication
You gain a 1st- or 2nd-level thaumaturge feat of your choice.
This feat leads to: Advanced Thaumaturgy.
Dark Archive, page 49.
Basic Thoughtform
FEAT 4
Prerequisites Psychic Dedication
You gain a 1st- or 2nd-level psychic feat of your choice.
This feat leads to: Advanced Thoughtform.
Dark Archive, page 48.
Basic Tranithair Mantis Magic
FEAT 4
Prerequisites trained in Religion, Tranithair Mantis Assassin Dedication
You have learned limited divine magic from your Tranithair Mantis training.
You gain the Cast a Spell activity. You're a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Tranithair Mantis assassin spellbook, similar to a wizard's, containing three cantrips and two 1st-level spells.
All the spells in your Tranithair Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: clairaudience, clairvoyance, darkness, dimension door, modify memory, obscuring mist, paralyze, see invisibility, true strike. Regardless of their usual magical tradition, your Tranithair Mantis assassin spells are divine spells, as are any Tranithair Mantis focus spells you gain.
You can prepare two cantrips and one 1st-level spell each day from those found in your Tranithair Mantis assassin spellbook. You're trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma.
This feat leads to: Advanced Tranithair Mantis Magic, Shaegud Training, Mantis Form, and Rushoux's Grip.
LOWG, page 71.
Basic Trickery
FEAT 4
Prerequisites Rogue Dedication
You gain a 1st- or 2nd-level rogue feat.
This feat leads to: Advanced Trickery.
Core Rulebook, page 229.
Basic Trickery
FEAT 4
Prerequisites Rogue Dedication
You gain a 1st- or 2nd-level rogue feat.
Player Core 1, page 221.
Basic Wilding
FEAT 4
Prerequisites Druid Dedication
You gain a 1st- or 2nd-level druid feat.
This feat leads to: Advanced Wilding.
Core Rulebook, page 225.
Basic Wilding
FEAT 4
Prerequisites Druid Dedication
You gain a 1st- or 2nd-level druid feat.
Player Core 1, page 218.
Basic Witch Spellcasting
FEAT 4
Prerequisites Witch Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar.
This feat leads to: Expert Witch Spellcasting, Master Witch Spellcasting, and Patron's Breadth.
Advanced Player’s Guide, page 154.
Basic Witch Spellcasting
FEAT 4
Prerequisites Witch Dedication
You gain the basic spellcasting benefits (page 215).
Each time you gain a spell slot of a new rank from the witch archetype, add two common spells of that rank to your familiar.
Player Core 1, page 222.
Basic Witchcraft
FEAT 4
Prerequisites Witch Dedication
You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal.
This feat leads to: Advanced Witchcraft.
Advanced Player’s Guide, page 154.
Basic Witchcraft
FEAT 4
Prerequisites Witch Dedication
You gain a 1st- or 2nd-level witch feat of your choice.
You can select three familiar abilities for your familiar each day, instead of two.
Player Core 1, page 222.
Basic Wizard Spellcasting
FEAT 4
Prerequisites Wizard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook.
This feat leads to: Arcane Breadth, Expert Wizard Spellcasting, and Master Wizard Spellcasting.
Core Rulebook, page 231.
Basic Wizard Spellcasting
FEAT 4
Prerequisites Wizard Dedication
You gain the basic spellcasting benefits (page 215). Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook.
Player Core 1, page 223.
Bastion Dedication
FEAT 2
Prerequisites Shield Block
You are particularly skilled at using a shield in combat. You gain the Reactive Shield fighter feat.
This fulfills any prerequisites requiring Reactive Shield as normal.
Special You can't select another dedication feat until you have gained two other feats from the bastion archetype.
This feat leads to: Destructive Block, Disarming Block, Nimble Shield Hand, Shield Salvation, and Drive Back.
Advanced Player’s Guide, page 159.
Bastion Dedication
FEAT 2
Prerequisites Shield Block
You are particularly skilled at using a shield to protect yourself in combat. You gain the Reactive Shield fighter feat (Player Core 140).
Player Core 2, page 187.
FEAT 10
Prerequisites Vampire Dedication
Frequency once per hour
You can transform into a bat. You gain the effects of a 4th-level pest form spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level aerial form spell instead (bat form only).
Book of the Dead, page 59.
FEAT 4
With careful observation during battle, you identify an enemy's strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day.
Critical Success The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. If the event of a tie, the GM should pick one at random.Success The GM chooses one piece of information from the above list to tell you about the enemy.Critical Failure The GM gives you false information (the GM makes up the information).Core Rulebook, page 184.
Battle Cry
FEAT 7
Prerequisites master in Intimidation
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you're legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
Core Rulebook, page 258.
Battle Cry
FEAT 7
Prerequisites master in Intimidation
When you roll initiative, you can yell a mighty Battle Cry and Demoralize an observed foe as a free action. If you're legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
FEAT 1
Prerequisites trained in Medicine
Requirements You are holding or wearing healer's tools and have a hand free.
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
This feat leads to: Medic Dedication, Doctor's Visitation, Resuscitate, Treat Condition, Holistic Care, Preventative Treatment, Godless Healing, Mortal Healing, and Paragon Battle Medicine.
Core Rulebook, page 258.
FEAT 1
Prerequisites trained in Medicine
Requirements You're holding or wearing a healer's toolkit (page 288).
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for single gate day. This does not make them immune to, or otherwise count as, Treat Wounds.
Battle Planner
FEAT 2
Prerequisites expert in Warfare Lore
You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use.
When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.
Advanced Player’s Guide, page 203.
Battle Planner
FEAT 2
Prerequisites expert in Warfare Lore
You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. When you Scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend single gate minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Warfare Lore check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a fortune effect.
FEAT 7
Prerequisites master in Religion, you follow a deity
Calling out to your deity, you recite scripture to harm a foe.
When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity's alignment components.
This action has the trait corresponding to the chosen alignment.
Attempt a Religion check against the Will DC of a foe within 30 feet. The foe is then temporarily immune to Battle Prayers from your deity for 1 day.
Critical Success You deal 2d6 damage of the chosen alignment type, or 6d6 damage if you have legendary proficiency in Religion.Success You deal 1d6 damage of the chosen alignment type, or 3d6 damage if you have legendary proficiency in Religion.Failure There is no effect.Critical Failure The backlash of your foe's will against your prayer prevents you from using Battle Prayer again for 10 minutes.LOGM, page 104.
Battleforger
FEAT 9
Prerequisites master in Crafting
You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor's item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune.
LOCG, page 21.
Beacon Mark
FEAT 8
Prerequisites Tracing Sigil
When you cast sigil, you can modify the spell to add the following heightened entry.
Heightened (4th) You attune yourself to the marked target.
While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you Cast this Spell again on a second target, the sigil spell on the first target ends, and your mark fades.
LOTGB, page 124.
Bear Empathy
FEAT 10
You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM's discretion.
Treasure Vault, page 184.
FEAT 6
Requirements Your last action was a successful claw Strike.
You snatch at your opponent with your claws, pulling them close in a ferocious bear hug. You make another claw Strike against the same target. If this Strike hits, the target is also grabbed.
Treasure Vault, page 183.
FEAT 10
Access You are from Treithebal.
You've incorporated beast tech from Treithebal into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt a single Intimidation check to Demoralize each enemy within 30 feet; you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. Then, make a dynamo Strike. Reduce the operational time of your sterling dynamo by 1 hour.
Guns & Gears, page 53.
Beast Gunner Dedication
FEAT 6
Prerequisites expert with at least one type of firearm, trained in Arcana or Crafting, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above)
You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma.
If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Spellsling.
Special You can't select another dedication feat until you've gained two other feats from the beast gunner archetype.
This feat leads to: Basic Beast Gunner Spellcasting, Expert Beast Gunner Spellcasting, Master Beast Gunner Spellcasting, Controlled Bullet, and Drain Vitality.
Guns & Gears, page 130.
Beast Speaker
FEAT 4
Prerequisites Animal Trainer Dedication
You constantly have the effects of speak with animals as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to Diplomacy checks to Make a Request of animals while this spell is active.
Beast Trainer
FEAT 1
You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain the Train Animal skill feat.
This feat leads to: Ferocious Beasts and Dragon Grip.
Advanced Player’s Guide, page 18.
Beastbrood
FEAT 1
One of your ancestors was a rakshasa, the corrupt and aristocratic reincarnated souls that call Falavririak home. You have some dim echo of your ancestor's memories—enough to play the role of noble as needed, no matter your origins. You're trained in Society. If you're already trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Courtly Graces skill feat.
This feat leads to: Reveal Hidden Self, Faloleis Rakshasa Magic, Idol Threat, and Rakshasa Magic.
LOAG, page 62.
Beastmaster Bond
FEAT 10
Prerequisites Beastmaster Dedication
You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.
Advanced Player’s Guide, page 160.
Beastmaster Bond
FEAT 10
Prerequisites Beastmaster Dedication
You can communicate telepathically with your animal companions within 100 feet. If you’re legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.
Player Core 2, page 189.
Beastmaster Dedication
FEAT 2
Prerequisites trained in Nature
You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook.
When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.
Special You can't select another dedication feat until you have gained two other feats from the beastmaster archetype.
This feat leads to: Additional Companion, Beastmaster Bond, Beastmaster's Call, Beastmaster's Trance, Heal Animal, Mature Beastmaster Companion, Incredible Beastmaster Companion, Specialized Beastmaster Companion, and Lead The Pack.
Advanced Player’s Guide, page 160.
Beastmaster Dedication
FEAT 2
Prerequisites trained in Nature
You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 206 of Player Core. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
Certain beastmaster feats give you focus spells. The rules for focus spells appear on page 298 of Player Core. When you gain your first beastmaster focus spell, you become Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.
Player Core 2, page 188.
FEAT 12
Prerequisites Beastmaster Dedication, Call Companion
Frequency once per turn
You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.
Advanced Player’s Guide, page 161.
Beastmaster's Trance
FEAT 6
Prerequisites Beastmaster Dedication
You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses.
You gain the focus spell beastmaster trance. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 160.
FEAT 12
Prerequisites Beastmaster Dedication, Call Companion
Once per turn. You quickly call in a primal projection of a non-active companion to provide the companion’s support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears at saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears, and the support benefit ends immediately.
Player Core 2, page 189.
Beastmaster’s Trance
FEAT 6
Prerequisites Beastmaster Dedication
You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance.
Player Core 2, page 188.