60 feats, from Back To Back to Basic Magus Spellcasting.
Back To Back · Back To Back · Backup Disguise · Backup Disguise · Banishing Blow · Banshee Cry Display · Barbarian Dedication · Barbarian Dedication · Barbarian Resiliency · Barbarian Resiliency · Bard Dedication · Bard Dedication · Bardic Lore · Bardic Lore · Bargain Hunter · Bargain Hunter · Bark And Tendril · Barreling Charge · Barreling Charge · Barreling Charge · Barreling Charge · Barrier of Boreal Frost · Barrier Shield · Base Kinesis · Bashing Charge · Bashing Charge · Basic Arcana · Basic Arcana · Basic Bard Spellcasting · Basic Bard Spellcasting · Basic Beast Gunner Spellcasting · Basic Blood Potency · Basic Bloodline Spell · Basic Breakthrough · Basic Captivator Spellcasting · Basic Cathartic Spellcasting · Basic Cleric Spellcasting · Basic Cleric Spellcasting · Basic Concoction · Basic Concoction · Basic Deduction · Basic Deduction · Basic Devotion · Basic Devotion · Basic Dogma · Basic Dogma · Basic Druid Spellcasting · Basic Druid Spellcasting · Basic Eldritch Archer Spellcasting · Basic Eldritch Archer Spellcasting · Basic Flair · Basic Fury · Basic Fury · Basic Hunter's Trick · Basic Hunter’s Trick · Basic Kata · Basic Kata · Basic Lesson · Basic Lesson · Basic Magus Spellcasting
Back To Back
FEAT 8
Prerequisites Marshal Dedication
You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become flat-footed due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't.
Advanced Player’s Guide, page 181.
Back To Back
FEAT 8
Prerequisites Marshal Dedication
You excel at watching your allies’ backs and helping them watch yours. Any ally adjacent to you can’t be off-guard due to flanking unless you’re also flanked. Similarly, while you’re adjacent to at least one ally, you can’t be off-guard due to flanking unless at least one ally you’re adjacent to is flanked as well.
Player Core 2, page 205.
Backup Disguise
FEAT 2
Prerequisites expert in Deception
You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity.
If you have master proficiency in Deception, it is instead a 2-action activity, and if you have legendary proficiency, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time. Having a backup disguise doesn't allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it's possible that a thorough search might reveal some elements of the disguise (see Conceal an Object in the Stealth skill).
LOCG, page 71.
Backup Disguise
FEAT 2
Prerequisites expert in Deception
You have a specific disguise that you keep at the Ready, worn underneath your outer garment. You can change into this disguise to Impersonate as a 3-action activity. If you are a master in Deception, it is instead a 2-action activity, and if you are legendary in Deception, it is a single gate action. You can create a new backup disguise by spending the normal amount of time it takes you to Impersonate, but you can have only one backup disguise at a time.
Having a backup disguise doesn't allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the Ready, it's possible that a thorough Searching might reveal some elements of the disguise (see Conceal an Object in the Stealth skill).
FEAT 20
Prerequisites Fiendsbane Oath
Trigger You use your champion's reaction, triggered by a fiend within your reach.
The erratic teleportation magic you experienced in the Dobem Mounts has taught you a few tricks. You attempt an Athletics check to Shove the fiend that triggered your champion's reaction; on a success, the target can't teleport or summon creatures for 1 minute. On a critical success, the target is also stunned 1 and can't teleport or summon creatures for 1 hour, and if you are on your home plane and the target is a fiend of level 18 or lower from another plane, it is also banished to its home plane. Your multiple attack penalty doesn't apply to this attack.
Banshee Cry Display
FEAT 12
Prerequisites Firework Technician Dedication
You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the Banshee Cry fireworks display.
Guns & Gears, page 135.
Barbarian Dedication
FEAT 2
Prerequisites Strength 14, Constitution 14
You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC.
You can use the Rage action.
Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants.
Special You cannot select another dedication feat until you have gained two other feats from the barbarian archetype.
This feat leads to: Barbarian Resiliency, Basic Fury, Advanced Fury, Instinct Ability, and Juggernaut's Fortitude.
Core Rulebook, page 221.
Barbarian Dedication
FEAT 2
Prerequisites Strength +2, Constitution +2
You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice.
You can use the Rage action (page 72). While raging, you Choose an instinct as you would if you were a barbarian.
You have that instinct for all purposes, but you don’t gain any of the other abilities it grants. If that instinct has anathema, you’re bound by them.
Player Core 2, page 176.
Barbarian Resiliency
FEAT 4
Prerequisites Barbarian Dedication, class granting no more Hit Points per level than 10 + your Constitution modifier
You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.
Core Rulebook, page 221.
Barbarian Resiliency
FEAT 4
Prerequisites Barbarian Dedication, class granting no more Hit Points per level than 10 + your Constitution modifier
You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.
Player Core 2, page 176.
Bard Dedication
FEAT 2
Prerequisites Charisma 14
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants.
Special You cannot select another dedication feat until you have gained two other feats from the bard archetype.
This feat leads to: Basic Bard Spellcasting, Expert Bard Spellcasting, Master Bard Spellcasting, Occult Breadth, Basic Muse's Whispers, Advanced Muse's Whispers, Counter Perform, and Inspirational Performance.
Core Rulebook, page 222.
Bard Dedication
FEAT 2
Prerequisites Charisma +2
You cast spells like a bard and gain the Cast a Spell activity.
You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and archetype spells is Charisma, and they are occult bard spells.
You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.
Player Core 1, page 216.
Bardic Lore
FEAT 1
Prerequisites Enigma muse
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can't increase your proficiency rank in Bardic Lore by any other means.
Core Rulebook, page 99.
Bardic Lore
FEAT 1
Prerequisites Enigma muse
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can't increase your proficiency rank in Bardic Lore by any other means.
Player Core 1, page 100.
Bargain Hunter
FEAT 1
Prerequisites trained in Diplomacy
You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
Core Rulebook, page 258.
Bargain Hunter
FEAT 1
Prerequisites trained in Diplomacy
You can Earn Income (page 228) using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
Bark And Tendril
FEAT 9
You wield primal magic. You can cast barkskin and entangle as 2nd-level primal innate spells once per day each.
LOCG, page 55.
FEAT 4
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe.
You Stride, attempting to move through your enemies' spaces, and make a melee Strike. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride, as long as you have the corresponding movement type.
Advanced Player’s Guide, page 108.
FEAT 4
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe.
You Stride, attempting to move through your enemies' spaces, and make a melee Strike. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Advanced Player’s Guide, page 126.
FEAT 4
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe.
You Stride, attempting to move through your enemies’ spaces, and make a melee Strike. Roll an Athletics check and compare you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a Failure. You can use Barreling Charge to Burrowing, Climbing, Fly, or Swimming instead of Stride if you have the corresponding movement type.
Player Core 1, page 143.
FEAT 4
Prerequisites trained in Athletics
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces, and make a melee Strike. Roll an Athletics check and compare the attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a Failure. You can use Barreling Charge to Burrowing, Climbing, Fly, or Swimming instead of Stride, as long as you have the corresponding movement type.
Player Core 2, page 78.
FEAT 14
You form an intricate structure of ice, such as a wall of bricks made of packed snow or a screen of enormous icicles. This has the effect of a wall of ice spell with a spell rank equal to half your level rounded up. It can only be a wall (not a hemisphere), and you choose whether the ice is transparent or opaque. The wall lasts until the end of your next turn, but you can Sustain it up to 1 minute.
Rage of Elements, page 33.
Barrier Shield
FEAT 4
Prerequisites Spell Trickster Dedication, ability to cast shield
When you cast shield, you can modify the spell to create a solid barrier you can use for cover, but not for blocking.
You can't use the Shield Block reaction when the spell is modified in this way, but you (and only you) can spend an action to Take Cover to gain standard cover from it.
LOTGB, page 122.
Base Kinesis
FEAT 4
Prerequisites Kineticist Dedication
You gain the Base Kinesis impulse. For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, Base Kinesis for a 10th- level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element).
Rage of Elements, page 57.
FEAT 2
Prerequisites trained in Athletics
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Advanced Player’s Guide, page 108.
FEAT 2
Prerequisites trained in Athletics
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +single gate circumstance bonus to the roll; on a Failure, your movement ends at that obstacle.
Player Core 2, page 77.
Basic Arcana
FEAT 4
Prerequisites Wizard Dedication
You gain a 1st- or 2nd-level wizard feat of your choice.
This feat leads to: Advanced Arcana.
Core Rulebook, page 231.
Basic Arcana
FEAT 4
Prerequisites Wizard Dedication
You gain a 1st- or 2nd-level wizard feat of your choice.
Player Core 1, page 223.
Basic Bard Spellcasting
FEAT 4
Prerequisites Bard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level.
This feat leads to: Expert Bard Spellcasting, Master Bard Spellcasting, and Occult Breadth.
Core Rulebook, page 222.
Basic Bard Spellcasting
FEAT 4
Prerequisites Bard Dedication
You gain the basic spellcasting benefits (page 215). Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire.
Player Core 1, page 216.
Basic Beast Gunner Spellcasting
FEAT 8
Prerequisites Beast Gunner Dedication
You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic. You gain the basic spellcasting benefits (Core Rulebook 219). Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered.
This feat leads to: Expert Beast Gunner Spellcasting and Master Beast Gunner Spellcasting.
Guns & Gears, page 131.
Basic Blood Potency
FEAT 4
Prerequisites Sorcerer Dedication
You gain a 1st- or 2nd-level sorcerer feat.
This feat leads to: Advanced Blood Potency.
Core Rulebook, page 230.
Basic Bloodline Spell
FEAT 4
Prerequisites Sorcerer Dedication
You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.
Core Rulebook, page 230.
Basic Breakthrough
FEAT 4
Prerequisites Inventor Dedication
You gain a 1st- or 2nd-level inventor feat of your choice.
This feat leads to: Advanced Breakthrough.
Guns & Gears, page 49.
Basic Captivator Spellcasting
FEAT 4
Prerequisites Captivator Dedication
Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training.
Choose a 1st-level occult spell from either the enchantment or illusion school. You can Cast this Spell as an occult innate 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 either the enchantment or illusion school.
This feat leads to: Captivating Intensity, Bisten, Expert Captivator Spellcasting, and Master Captivator Spellcasting.
LOTGB, page 120.
Basic Cathartic Spellcasting
FEAT 4
Prerequisites Cathartic Mage Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire—either a common spell or another spell you've learned or discovered.
This feat leads to: Expert Cathartic Spellcasting and Master Cathartic Spellcasting.
Secrets of Magic, page 195.
Basic Cleric Spellcasting
FEAT 4
Prerequisites Cleric Dedication
You gain the basic spellcasting benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype.
This feat leads to: Divine Breadth, Expert Cleric Spellcasting, and Master Cleric Spellcasting.
Core Rulebook, page 224.
Basic Cleric Spellcasting
FEAT 4
Prerequisites Cleric Dedication
You gain the basic spellcasting benefits (page 215). You can prepare your deity’s spells in your spell slots of the appropriate rank from the cleric archetype.
Player Core 1, page 217.
Basic Concoction
FEAT 4
Prerequisites Alchemist Dedication
You gain a 1st- or 2nd-level alchemist feat.
This feat leads to: Advanced Concoction.
Core Rulebook, page 220.
Basic Concoction
FEAT 4
Prerequisites Alchemist Dedication
You gain a 1st- or 2nd-level alchemist feat.
Player Core 2, page 175.
Basic Deduction
FEAT 4
Prerequisites Investigator Dedication
You gain a 1st- or 2nd-level investigator feat of your choice.
This feat leads to: Advanced Deduction.
Advanced Player’s Guide, page 151.
Basic Deduction
FEAT 4
Prerequisites Investigator Dedication
You gain a 1st- or 2nd-level investigator feat of your choice.
Player Core 2, page 178.
Basic Devotion
FEAT 4
Prerequisites Champion Dedication
You gain a 1st- or 2nd-level champion feat.
This feat leads to: Advanced Devotion.
Core Rulebook, page 223.
Basic Devotion
FEAT 4
Prerequisites Champion Dedication
You gain a 1st- or 2nd-level champion feat.
Player Core 2, page 177.
Basic Dogma
FEAT 4
Prerequisites Cleric Dedication
You gain a 1st- or 2nd-level cleric feat.
This feat leads to: Advanced Dogma.
Core Rulebook, page 224.
Basic Dogma
FEAT 4
Prerequisites Cleric Dedication
You gain a 1st- or 2nd-level cleric feat.
Player Core 1, page 217.
Basic Druid Spellcasting
FEAT 4
Prerequisites Druid Dedication
You gain the basic spellcasting benefits.
This feat leads to: Expert Druid Spellcasting, Master Druid Spellcasting, and Primal Breadth.
Core Rulebook, page 225.
Basic Druid Spellcasting
FEAT 4
Prerequisites Druid Dedication
You gain the basic spellcasting benefits (page 215).
Player Core 1, page 218.
Basic Eldritch Archer Spellcasting
FEAT 8
Prerequisites Eldritch Archer Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered.
This feat leads to: Expert Eldritch Archer Spellcasting and Master Eldritch Archer Spellcasting.
Advanced Player’s Guide, page 172.
Basic Eldritch Archer Spellcasting
FEAT 8
Prerequisites Eldritch Archer Dedication
You gain the basic spellcasting benefits (page 173). Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell rank to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered.
Player Core 2, page 198.
Basic Flair
FEAT 4
Prerequisites Swashbuckler Dedication
You gain a 1st- or 2nd-level swashbuckler of your choice.
This feat leads to: Advanced Flair.
Advanced Player’s Guide, page 153.
Basic Fury
FEAT 4
Prerequisites Barbarian Dedication
You gain a 1st- or 2nd-level barbarian feat.
This feat leads to: Advanced Fury.
Core Rulebook, page 221.
Basic Fury
FEAT 4
Prerequisites Barbarian Dedication
You gain a 1st- or 2nd-level barbarian feat.
Player Core 2, page 176.
Basic Hunter's Trick
FEAT 4
Prerequisites Ranger Dedication
You gain a 1st- or 2nd-level ranger feat.
This feat leads to: Advanced Hunter's Trick.
Core Rulebook, page 228.
Basic Hunter’s Trick
FEAT 4
Prerequisites Ranger Dedication
You gain a 1st- or 2nd-level ranger feat.
Player Core 1, page 220.
Basic Kata
FEAT 4
Prerequisites Monk Dedication
You gain a 1st- or 2nd-level monk feat.
This feat leads to: Advanced Kata.
Core Rulebook, page 227.
Basic Kata
FEAT 4
Prerequisites Monk Dedication
You gain a 1st- or 2nd-level monk feat.
Player Core 2, page 179.
Basic Lesson
FEAT 2
Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 101.
Basic Lesson
FEAT 2
Your patron grants you a special lesson, revealing a hidden facet of its Nature. Choose a basic lesson from the list on page 185. You gain its associated hex, and your familiar learns the associated spell.
Player Core 1, page 186.
Basic Magus Spellcasting
FEAT 6
Prerequisites Magus Dedication
You gain the basic bounded spellcasting benefits.
This feat leads to: Expert Magus Spellcasting and Master Magus Spellcasting.
Secrets of Magic, page 75.