17 feats, from Bullet Dancer Burn to Butterfly's Sting.
Bullet Dancer Burn · Bullet Dancer Dedication · Bullet Dancer Reload · Bullet Split · Bullseye · Bullseye · Bullying Staff · Burn It! · Burn It! · Burning Jet · Burning Spell · Burning Spell · Burrow Elocutionist · Burrowing Form · Butterfly Blade Dedication · Butterfly's Kiss · Butterfly's Sting
Bullet Dancer Burn
FEAT 6
Prerequisites Bullet Dancer Stance
Requirements You're wielding a firearm with an attached bayonet or reinforced stock.
The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in Bullet Dancer Stance, when you successfully Strike an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged Strike you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as Attack of Opportunity. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage per weapon damage die.
The benefit on your next Strike from either use of Bullet Dancer Burn is lost if not used by the end of your next turn.
This feat leads to: Bullet Dancer Reload.
Guns & Gears, page 132.
Bullet Dancer Dedication
FEAT 2
Prerequisites expert in unarmored defense and trained in simple weapons
You've learned how to synchronize traditional martial arts and guns. You gain the Bullet Dancer Stance action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks.
Special You can't select another dedication feat until you've gained two other feats from the bullet dancer dedication archetype.
This feat leads to: Ranged Disarm.
Guns & Gears, page 132.
FEAT 12
Prerequisites Bullet Dancer Burn
Requirements You're in Bullet Dancer Stance
You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You Strike with a simple firearm, and then Interact to reload that same firearm. You don't need a free hand to reload your simple firearm in this way.
Guns & Gears, page 132.
FEAT 8
Requirements You're wielding a firearm or crossbow in one hand and a slashing (or versatile S) melee weapon in the other.
You carefully align your weapon with the edge of your blade, splitting the projectile in two as you fire to attack two different targets. Make two Strikes, one each against two separate targets. The targets must be adjacent to each other and within your weapon's maximum range. Each of these attacks takes a –2 penalty to the attack roll, but the two count as only one attack when calculating your multiple attack penalty.
Guns & Gears, page 114.
FEAT 8
You carefully take aim before making your attack in order to avoid your foe's concealment and cover. On your next Strike with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target's concealed condition, as well as the target's lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the Strike.
Advanced Player’s Guide, page 136.
FEAT 8
You carefully take aim to avoid your foe’s concealment and cover. On your next Strike with a thrown Weapon before the end of your turn, you gain a +single gate circumstance bonus to your attack roll and ignore your target’s concealed condition, as well as the target’s lesser cover or standard cover; if the target had Greater cover, they instead have only standard cover against the Strike.
Player Core 1, page 173.
Bullying Staff
FEAT 4
Prerequisites Staff Acrobat Dedication
Requirements You are wielding your staff.
You can attempt to Shove or Trip creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to Shove or Trip creatures up to three sizes larger than you.
Extinction Curse #1: The Show Must Go On, page 75.
Burn It!
FEAT 1
Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.
Core Rulebook, page 48.
Burn It!
FEAT 1
fire fascinates you. Your single spell and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's rank or one-quarter the item's level (minimum bonus +single gate). You also gain a +single gate status bonus to any persistent fire damage you deal.
FEAT 1
A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't trigger reactions.
Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne.
Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally.
Rage of Elements, page 28.
FEAT 6
Prerequisites Elementalist Dedication, fire is in your elemental philosophy
You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non- cantrip Spell that deals damage at a single target, the spell deals additional persistent fire damage equal to the spell rank, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait.
Rage of Elements, page 59.
FEAT 6
Prerequisites Elementalist Dedication
You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional persistent fire damage equal to the spell level, in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait.
Secrets of Magic, page 207.
Burrow Elocutionist
FEAT 1
You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.
This feat leads to: Animal Elocutionist.
Core Rulebook, page 44.
Burrowing Form
FEAT 10
Your eidolon can burrow through loose dirt. Your eidolon gains a burrow Speed of 15 feet.
Secrets of Magic, page 71.
Butterfly Blade Dedication
FEAT 4
Access Defeat a member of the Butterfly Blades in a sanctioned bout.
Prerequisites trained in butterfly swords
You become trained in Deception and Stealth; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords.
Special You cannot select another dedication feat until you have gained two other feats from this archetype.
This feat leads to: Butterfly's Kiss, Butterfly's Sting, Deadly Butterfly, Innocent Butterfly, and Mastermind's Eye.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 78.
Butterfly's Kiss
FEAT 6
Prerequisites Butterfly Blade Dedication
You can make nonlethal Strikes with a butterfly sword without taking a penalty.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 78.
Butterfly's Sting
FEAT 6
Prerequisites Butterfly Blade Dedication
You gain the sneak attack class feature (Core Rulebook 181)
You don't increase the number of dice as you gain levels.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 78.