60 feats, from Defend Mount to Determination.
Defend Mount · Defend Mount · Defend Summoner · Defensive Advance · Defensive Armaments · Defensive Coordination · Defensive Coordination · Defensive Instincts · Defensive Recovery · Defensive Recovery · Defensive Roll · Defensive Roll · Defensive Stratagem · Defiance Unto Death · Deflect Arrow · Deflect Projectile · Deflecting Cloud · Deflecting Shot · Deflecting Wave · Deft Cooperation · Defy Death · Defy Death · Defy Fey · Defy The Darkness · Defy the Darkness · Deimatic Display · Deity's Domain · Deity's Protection · Deity's Protection · Deity’s Domain · Delaineis's Dance · Delaineis's Revelry · Delay Trap · Delay Trap · Deliberate Death · Demanding Challenge · Demolition Charge · Demolitionist · Demolitionist Dedication · Demon Magic · Demon's Hair · Demonbane Warrior · Demonblood Frenzy · Denier Of Destruction · Deny Support · Deny The Songs Of War · Derring-do · Derring-Do · Desert Wind · Desiccating Inhalation · Desperate Finisher · Desperate Finisher · Desperate Prayer · Desperate Prayer · Desperate Wrath · Destructive Block · Destructive Block · Detective's Readiness · Detective’s Readiness · Determination
FEAT 6
Prerequisites Cavalier Dedication
Trigger An enemy makes an attack roll against your mount while you're riding it.
You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount.
Advanced Player’s Guide, page 164.
FEAT 6
Prerequisites Cavalier Dedication
Trigger An enemy makes a Strike or spell attack against your mount while you’re riding it.
You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own defense against the triggering attack instead your mount’s defense. If the triggering attack hits, you take the effects of the attack instead of your mount.
Player Core 2, page 193.
FEAT 4
Your eidolon blocks attacks against you. After your eidolon uses this action, you gain a +2 circumstance bonus to AC until the beginning of your next turn. This bonus applies only while you're within your eidolon's reach (in most cases, this means your eidolon is adjacent to you or in your space).
Secrets of Magic, page 69.
FEAT 1
With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Player Core 2, page 93.
Defensive Armaments
FEAT 2
You use bulky firearms or crossbows to shield your body from your foes' attacks. Any two-handed firearms and two-handed crossbows you wield gain the parry trait. If an appropriate weapon already has the parry trait, increase the circumstance bonus to AC it grants when used to parry from +1 to +2.
Guns & Gears, page 111.
FEAT 6
Prerequisites warrior muse, Inspire Defense
Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line.
If your next action is to cast the inspire defense composition cantrip, you can Raise a Shield, and one ally who gains a status bonus from the spell can immediately use a reaction to Raise a Shield.
Advanced Player’s Guide, page 113.
FEAT 6
Prerequisites warrior muse, Rallying Anthem
Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. If your next action is to Cast the Rallying Anthem composition cantrip, you can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.
Player Core 1, page 102.
FEAT 9
Requirements you are adjacent to at least two enemies
Your body tenses up when surrounded, putting you on edge just enough to anticipate an attack. You gain a +1 circumstance bonus to AC until the beginning of your next turn and Step.
LOME, page 118.
FEAT 12
Prerequisites harmful font or healing font
Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.
Core Rulebook, page 125.
FEAT 12
Your faith provides temporary protection in addition to healing. If the next action you use is to Cast harm or heal on a single gate target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for single gate round.
Player Core 1, page 119.
FEAT 14
Frequency once per 10 minutes
Trigger A physical attack would reduce you to 0 Hit Points.
Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.
Core Rulebook, page 187.
FEAT 14
Trigger A physical attack would reduce you to 0 Hit Points.
Once per 10 minutes. Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.
Player Core 1, page 176.
Defensive Stratagem
FEAT 8
By scrutinizing a foe, you learn how to better avoid its attacks. When you use Devising a Stratagem, you can choose a defensive stratagem instead of an attack or skill stratagem after you roll a d20.
Defensive Stratagem You can’t attempt to Strike the target until the start of your next turn. You gain a +single gate circumstance bonus to all your defenses against effects caused by the target until the start of your next turn.
Player Core 2, page 109.
Defiance Unto Death
FEAT 5
Access Spiresworn elf
You loathe the lomoss and their mind magic, and you've been trained to be willing to die rather than give into mental manipulation. If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.
LOCG, page 26.
FEAT 4
Trigger You are the target of a physical ranged attack.
Requirements You're aware of the attack, are not flat-footed against it, and have a hand free.
You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
This feat leads to: Arrow Snatching and Return Fire.
Core Rulebook, page 160.
FEAT 4
Trigger You are the target of a physical ranged attack.
Requirements You’re aware of the attack, are not off-guard against it, and have a hand free.
attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
Player Core 2, page 121.
FEAT 16
Prerequisites Dragon Disciple Dedication, dragon wings sorcerer bloodline spell
Frequency once every 10 minutes
Trigger You are the target of a ranged attack.
Requirements You are aware of the attack and currently have dragon wings active.
You've mastered a defensive technique unique to the ancient dragons of Geimiax: beating your wings to create a billowing cloud of mist. You become momentarily hidden from the triggering attack if vision is the attacker's only precise sense. Normally this means the attacker must succeed at a DC 11 flat check to target you. You also gain a +4 circumstance bonus to AC against the triggering attack.
FEAT 10
Trigger An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker.
Requirements You're wielding a loaded firearm or crossbow.
You're always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target. The ally gains a +2 circumstance bonus to their AC against the triggering attack. You use this reaction after the result of the attack roll is revealed, so you know whether the +2 will make a sufficient difference.
Guns & Gears, page 115.
FEAT 1
Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect.
Requirements You're aware of the hostile effect, and you aren't off-guard against it.
A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.
Rage of Elements, page 32.
Deft Cooperation
FEAT 4
Prerequisites Vofalai Agent Dedication
When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully Aid an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully Aid a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to Climb the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check.
LOWG, page 23.
Defy Death
FEAT 5
Prerequisites Orc Ferocity
You're exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your dying value, or 8 + your dying value if you have the Toughness general feat.
In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don't suffer that condition.
LOAG, page 51.
Defy Death
FEAT 5
Prerequisites Orc Ferocity
You're exceptionally difficult to kill. The DC of your recovery checks is equal to divine smite + your dying value, or 8 + your dying value if you have the Toughness general feat. In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don't suffer that condition.
Defy Fey
FEAT 6
Prerequisites Taelerund Initiate
You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end persistent damage caused by a spell but can't reverse any effects that have been resolved already (such as damage dealt when the spell was cast).
LOIL, page 129.
Defy The Darkness
FEAT 5
Prerequisites darkvision
Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-level darkness spell). You can't cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.
Advanced Player’s Guide, page 42.
Defy the Darkness
FEAT 5
Prerequisites darkvision
Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your darkvision and sworn not to use such magic yourself. You gain Greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-rank darkness spell). You can't Cast single spell with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.
FEAT 8
Prerequisites trained in Intimidation
Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one Intimidation check to Demoralize and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, Demoralize gains the visual trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language.
Advanced Player’s Guide, page 124.
Deity's Domain
FEAT 1
You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell.
This feat leads to: Advanced Deity's Domain.
Core Rulebook, page 109.
Deity's Protection
FEAT 14
Prerequisites Advanced Domain
When you call upon your deity's power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast.
Core Rulebook, page 125.
Deity's Protection
FEAT 14
Prerequisites Advanced Domain
When you call upon your deity's power to fulfill the promise of their domain, you gain divine protection. After you Cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the rank of the domain spell you Cast.
Player Core 1, page 119.
Deity’s Domain
FEAT 1
You embody an aspect of your deity. Choose one of your deity’s Table 8\u20132: Domains. (The main deities of Falavririak and their Table 8\u20132: Domains appear on pages 35–39 of Player Core.) You gain the domain’s Initial domain spell as a devotion spell.
Player Core 2, page 93.
FEAT 9
Frequency once per hour
Trigger An adjacent observed creature succeeds at an attack roll against you.
Even when faced with deadly danger, you fight with the rapturous laughter of Delaineis in your heart and can play impossible tricks. After resolving the successful attack, the triggering creature must attempt a Will save against the higher of your class DC or your spell DC. On a failure, you and the triggering creature switch places. You and the triggering creature must each be able to fit in the new space, and your positions must be unoccupied.
LOIL, page 56.
FEAT 5
Frequency once per day
Trigger An adjacent creature you can see fails an attack roll against you.
You dart away from your foe's attack with a casual laugh, using the opening to cause mischief. You attempt to Steal an item from the triggering creature, ignoring the usual restriction that the creature can't be in combat.
LOIL, page 56.
FEAT 8
Trigger A trap within your reach is triggered.
You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows.
Core Rulebook, page 186.
FEAT 8
Trigger A trap within your reach is triggered.
You try to jam the workings of a trap to delay its effects.
Attempt a Thievery check to Disable a Device on the trap with the following results instead of the normal ones for the action.
Critical Success You either prevent the trap from being triggered or delay the activation until the start or end of your next turn.
you.
Failure No effect.
Critical Failure You’re off-guard until the start of your next turn.
Player Core 1, page 173.
FEAT 1
Frequency once per day
Trigger You are about to gain the dying condition as a result of another creature's attack or ability, and that creature is within your melee reach.
Once, you died because someone—murderer or monster, soldier or executioner—chose to strike you down. Just before losing consciousness, make a melee Strike against the triggering creature.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
LOAG, page 30.
Demanding Challenge
FEAT 10
Prerequisites Tateth's Challenge
If your skill check to challenge a foe is a success, the target of your challenge takes a–1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn.
LOCG, page 75.
Demolition Charge
FEAT 2
You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's Stealth DC to detect it and Thievery DC to disable it are equal to your class DC.
The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.
As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply.
Advanced Player’s Guide, page 106.
Demolitionist
FEAT 9
Access You are from Zouzeikod or Tobraid.
You know how to destroy objects with a well-placed explosion. Whenever you hit with a bomb Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.
Guns & Gears, page 201.
Demolitionist Dedication
FEAT 2
You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the Set Explosives action.
Special You can't select another dedication feat until you've gained two other feats from the demolitionist archetype.
This feat leads to: Collapse Wall, Controlled Blast, Explosive Entry, and Safety Measures.
Guns & Gears, page 133.
Demon Magic
FEAT 9
Prerequisites Pitborn
You can channel the power of the Abyss through your heritage, producing terrible tangible effects. You can cast paranoia and shatter each once per day as 2nd-level divine innate spells.
Advanced Player’s Guide, page 40.
Demon's Hair
FEAT 20
Prerequisites Living Hair
Your hair constantly wriggles and writhes like that of your rival, Thiamorashox Geifoutrid-nwa. Your damage die of your hair unarmed Strike increases by one step and it gains the reach and versatile slashing traits. Your familiar assumes partial control over your hair; as long as your familiar is alive and within 30 feet, you are permanently quickened, and you can use the extra action only to make a hair Strike.
You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair Strike against them before applying any effects of the hex. If this Strike misses, the hex has no effect.
Special If your hair already has the reach trait, it instead gains the sweep trait.
Fists of the Ruby Phoenix #3: King of the Mountain, page 75.
Demonbane Warrior
FEAT 1
You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against demons. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. If your actions force a demon to take damage from its sin vulnerability, increase that damage by 2.
LOME, page 60.
FEAT 5
Access Draideil ethnicity
Prerequisites tusks unarmed attack
Frequency once per minute
Trigger You successfully Strike a living creature that has the fiend trait with your tusks unarmed attack.
Just the taste of fiendish blood is enough to send blood rushing through your veins in a supernatural fury. You become quickened until the end of your next turn and you can use the extra action to make a tusks Strike, Stride, or Step.
LOME, page 94.
FEAT 20
Prerequisites healing font
Trigger Any ally within 30 feet that you can heal with your heal spell would take damage from an attack or effect from a source you can observe.
Requirements You have a heal spell prepared and you aren't flat-footed to the source of the damage.
You can manipulate the same energies that the aeon orbs use to sustain life. You cast heal on the triggering target.
Instead of its normal effects, the heal spell reduces the triggering damage by an amount equal to the Hit Points a 1-action heal spell of that level would have recovered.
As usual, if this reduces the damage to 0, it might also remove additional effects of the triggering attack, such as injury poisons.
Deny Support
FEAT 10
Access Help either the Washboard Dogs or the Vaethoum Sweepers destroy their rival
When you succeed or critically succeed at a Deception check to Feint an opponent, that target can't flank with their allies until the beginning of your next turn.
AoE3, page 75.
Deny The Songs Of War
FEAT 10
Prerequisites Briamorumorein Chime-Ringer Dedication
To keep the peace, you disrupt those who seek to break it.
You can cast deafness and 4th-level silence once per day each as innate spells. The tradition of these spells is the one you chose for the Briamorumorein Chime-Ringer Dedication feat.
Derring-do
FEAT 10
When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus for having panache applies (Tumble Through and any skill actions listed in your swashbuckler's style).
Advanced Player’s Guide, page 91.
Derring-Do
FEAT 10
When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus from stylish combatant applies (Tumble Through and any skill skill action with the bravado trait).
Player Core 2, page 167.
FEAT 6
A vortex of sand and dust surrounds you. Each creature inside your kinetic aura (including you) is concealed from any creature outside your kinetic aura, and creatures outside the aura are concealed from creatures inside the aura other than you.
Your air impulses carry sands that cut at great speed. When you use a damaging air impulse that affects at least one creature in your kinetic aura, that impulse deals 1 additional slashing damage, or 2 if the impulse has a single target.
Level (+2) The extra damage increases by 1, or 2 if the impulse has a single target.
Rage of Elements, page 36.
FEAT 12
Prerequisites Mummy Dedication
Frequency once per hour
You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take 6d8 negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also drained 1. As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level.
At 14th level and every 2 levels thereafter, the damage increases by 1d8.
Book of the Dead, page 52.
FEAT 14
Trigger You complete the last action on your turn, and your turn has not ended yet.
Requirements You meet the requirements to use an action with the press trait.
You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn.
Core Rulebook, page 152.
FEAT 14
Trigger You complete the last action on your turn, and your
turn has not ended yet.
You throw everything you have into one last, reckless press.
Use a single gate action that you know with the press trait. You forgo the ability to use reactions until the start of your next turn. This press uses your multiple attack penalty, as normal.
Player Core 1, page 149.
FEAT 1
Frequency once per day
Trigger You begin your turn and have no Focus Points in your pool.
You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point.
Advanced Player’s Guide, page 118.
FEAT 1
Trigger You begin your turn and have no Focus Points.
Once per day. You call out to your deity in a plea for their Aid. You gain single gate Focus Point, which you can spend only to Cast a devotion spell. If you don’t spend this Focus Point by the end of this turn, it is lost.
Player Core 2, page 93.
FEAT 16
Trigger Your turn begins, and your current Hit Points are at half your maximum or less.
Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You get a +2 and a –single gate penalty to saves. These bonuses and penalties last until your rage ends or until you are above half Hit Points, whichever comes first.
Player Core 2, page 84.
Destructive Block
FEAT 10
Prerequisites Bastion Dedication
You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be broken or destroyed, such as if you're using an indestructible shield.
Advanced Player’s Guide, page 159.
Destructive Block
FEAT 10
Prerequisites Bastion Dedication
You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield’s Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can’t use Destructive Block if your shield can’t typically be broken or destroyed, such as if you’re using an indestructible shield.
Player Core 2, page 187.
Detective's Readiness
FEAT 4
When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from Pursue a Lead on saving throws (and their DCs, as normal) against the subject of a lead, and you can use Clue In to assist an ally's saving throw against that subject.
Advanced Player’s Guide, page 61.
Detective’s Readiness
FEAT 4
When you’re on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your investigation as normal) against creatures or effects that are related to the question at the heart of an open investigation, and you can use Clue In to assist an ally’s saving throw against that creature or effect.
Player Core 2, page 108.
FEAT 14
Frequency once per day
Your training allows you to shrug off your foes' spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check)
This doesn't remove any Hit Point damage normally dealt by the spell or condition, and it doesn't prevent the spell or debilitating effect from affecting other allies or the environment around you. It can't remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can't remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can't remove its effect on you.
Core Rulebook, page 152.