60 feats, from Determination to Disengaging Twist.
Determination · Determined Dash · Determined Lore Seeker · Detonating Spell · Devastating Spellstrike · Devastating Weaponry · Devil In Plain Sight · Devil Magic · Devil's Advocate · Devil's Eye · Devilish Wiles · Devoted Focus · Devoted Focus · Devoted Guardian · Devout Blessing · Devout Magic · Diabolic Certitude · Diamond Fists · Diamond Fists · Diamond Soul · Didactic Strike · Didactic Strike · Diehard · Diehard · Different Worlds · Dig Quickly · Dig Up Secrets · Dimensional Disappearance · Dire Form · Directed Audience · Directed Audience · Directed Channel · Directed Channel · Directed Poison · Directional Bombs · Directional Bombs · Dirge Of Doom · Dirge of Doom · Dirty Trick · Disarming Assault · Disarming Assault · Disarming Block · Disarming Block · Disarming Flair · Disarming Flair · Disarming Smile · Disarming Stance · Disarming Stance · Disarming Twist · Disarming Twist · Discerning Gaze · Discerning Strike · Disciple Of Shade · Disciple's Breath · Discordant Voice · Discordant Voice · Discreet Inquiry · Discreet Inquiry · Disengaging Twist · Disengaging Twist
FEAT 14
Once per day. Your training allows you to shrug off your foes’ single spell and conditions when the need is dire. Choose a single nonpermanent condition, spell, or magical effect that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell or other magical effect, attempt to counteract the spell (your counteract rank 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 you already took from the spell or condition, and it removes the effect from only you, not from other creatures 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 occurring automatically due to your situation or positioning (such as prone or flanked).
Player Core 1, page 149.
FEAT 10
Nothing can keep you from your enemy. Stride twice. During this movement you ignore difficult terrain, greater difficult terrain, and any effects that would impose a penalty to Speed. You can attempt an Athletics check instead of an Acrobatics check to Balance when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain. You can increase the number of actions this activity takes to 3 to Stride three times instead.
Advanced Player’s Guide, page 110.
Determined Lore Seeker
FEAT 12
Prerequisites Lore Seeker
You've mastered useful spells that let you find hidden truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the Lore Seeker feat: comprehend language, restore senses, or see invisibility. You can cast this spell three times per day instead of once per day.
When you cast any of the spells granted by Lore Seeker as innate spells, they gain additional effects. When you cast comprehend language, the spell is heightened to 4th level. When you cast restore senses,the spell is heightened to half your level, rounded up. When you cast see invisibility, for the duration of the spell you can use an action, which has the concentrate trait, to see invisible creatures normally (instead of seeing them as translucent shapes that are concealed to you) until the end of your next turn.
LOPSG, page 46.
FEAT 6
Access Kaetiarn have access to this feat.
Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.
LOKL, page 83.
FEAT 4
Prerequisites Arcane Cascade, inexorable iron hybrid study, Spellstrike
Requirements You are in Arcane Cascade stance and your Spellstrike is charged.
Your Spellstrike sweeps are so wide and devastating, they splash onto nearby foes. Make a Spellstrike. Foes adjacent to the target take splash damage equal to 2 + the extra damage from Arcane Cascade. The damage type is the same as Arcane Cascade; if the spell already deals splash damage of the same type, combine the damage together before applying weaknesses or resistances.
Secrets of Magic, page 44.
FEAT 18
Prerequisites weapon innovation
You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and Strike multiple creatures. Make a Strike with your weapon innovation against each foe within 30 feet of you. Don't increase your multiple attack penalty until after making all the attacks. If your innovation is a melee weapon and any of the attacks are outside your reach, you Release the weapon before the Strikes, and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. As normal, if your weapon innovation requires one or more actions to reload between Strikes, you can't use it to make multiple attacks with Devastating Weaponry.
Guns & Gears, page 31.
FEAT 5
You've learned to draw your fiendish nature into a small ball of corruption and hide it in your soul. Your obviously fiendish traits disappear, including any tails, horns, and cloven hooves, though hints remain (claws turn into jagged nails or eyes retain an odd hue, for instance). You're still recognizably yourself, but now appear as a typical, non-tiefling member of your base ancestry. Using Devil in Plain Sight counts as creating a disguise when using Deception to Impersonate, and your transformation automatically defeats Perception DCs to determine if you're a normal member of your base ancestry; only creatures actively rolling Perception to examine you might notice the disguise. While in your shapeshifted form, you can't use unarmed attacks, innate spells, or other abilities that require physical features you receive from a tiefling ancestry feat—for instance, you can't use the Skillful Tail feat. You can remain in your alternate form indefinitely, and can shift back to your tiefling form by using this action again.
This feat leads to: Finest Trick.
LOAG, page 63.
Devil Magic
FEAT 9
Prerequisites Hellspawn
Drawing on the infernal power of your sinister forbears, you mislead your foes with magical deception. You can cast invisibility and misdirection each once per day as 2nd-level divine innate spells.
Advanced Player’s Guide, page 41.
Devil's Advocate
FEAT 1
Access Trunaikrad nationality
You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to Perception checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Special If you have the Glad-Hand skill feat, you don't take the penalty to your immediate Diplomacy check if the target is a devil.
LOCG, page 11.
Devil's Eye
FEAT 4
Prerequisites You made a bargain with a devil or won a legal case or other similar duel of wits against a devil.
Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. The eye is the same shape and iris color as your normal eye would be, but the sclera is a deep red instead of white and the pupil is a narrow, vertical slit. The eye grants you an abnormal understanding of the loopholes and legal processes employed to trap poor creatures that don't know any better.
You gain the Objection reaction. You also become an expert in Legal Lore and gain a +1 circumstance bonus to any check you make to read or negotiate a treatise, contract, or similar text. At 7th level you become a master of Legal Lore, and at 15th level you become legendary in Legal Lore. You can use Legal Lore in place of Perception to detect verbal loopholes, double entendres, hidden meanings, code, or contradictions in a conversation you can hear. This doesn't let you fully understand coded speech but alerts you to its presence.
Dark Archive, page 55.
Devilish Wiles
FEAT 5
Traditionally, fiends are exceptionally good at persuading people to do things, even when their targets know it's a bad idea. You're also rather good at it, compelling the weak and weak-willed to your bidding. You can cast charm once per day as a 1st-level divine innate spell.
LOAG, page 63.
Devoted Focus
FEAT 10
Prerequisites devotion spells
Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Core Rulebook, page 113.
Devoted Focus
FEAT 12
Prerequisites devotion single spell
Your devotion is strong enough to increase your focus to incredible heights. Whenever you Refocus, completely refill your focus pool.
Player Core 2, page 98.
FEAT 2
Access Kaetiarn have access to this feat.
Requirements Your last action was to Raise a Shield.
You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield.
LOKL, page 82.
Devout Blessing
FEAT 6
Prerequisites Champion Dedication
You gain the blessing of the devoted class feature (page 89), choosing from the listed blessings or any other to which you have access.
Player Core 2, page 177.
Devout Magic
FEAT 4
Prerequisites Champion Dedication
You gain a devotion spell of your choice listed in the devotion spells class feature (page 89), following the same restrictions listed there.
Player Core 2, page 177.
FEAT 4
Prerequisites Maefalei Armiger Dedication
Trigger Your turn begins and you can observe a devil.
Your Maefalei training drilled details of Hell's denizens deep into your mind. Make an attempt to Recall Knowledge about a devil you're observing. If you roll a critical failure on this check, you get a failure instead.
LOWG, page 107.
Diamond Fists
FEAT 18
Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step.
Core Rulebook, page 165.
Diamond Fists
FEAT 18
Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful and deadly d10s traits. Any that already had one or both of these traits increase their Weapon damage dice by one Step.
Player Core 2, page 127.
Diamond Soul
FEAT 12
You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic.
Core Rulebook, page 163.
Didactic Strike
FEAT 16
Prerequisites Shared Stratagem
When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is flat-footed against the first attack from each designated ally before your next turn, and each ally's first attack deals an extra 2d6 precision damage to the target if it hits.
Advanced Player’s Guide, page 65.
Didactic Strike
FEAT 16
Prerequisites Shared Stratagem
When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is off-guard against the first attack from each designated ally before your next turn, and each ally’s first attack deals an extra 2d6 precision damage to the target if it hits.
Player Core 2, page 113.
Diehard
FEAT 1
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
This feat leads to: Numb To Death.
Core Rulebook, page 260.
Diehard
FEAT 1
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
Different Worlds
FEAT 1
Prerequisites ability to select ancestry feats from multiple ancestries
Your separate experiences in different societies have evolved into entirely separate lives. Create a second identity for yourself with a different name, history, and background. This identity must correspond to one of the ancestries whose ancestry feats you can select. You gain the trained proficiency rank in the Lore skill from the second background you chose (but you don't gain any of the background's other benefits), and you gain a +4 circumstance bonus to Deception checks when making a statement that would be true of your second identity or when disguising yourself as your second identity.
Age of Ashes #3: Tomorrow Must Burn, page 73.
FEAT 1
Requirements You are standing on dirt, sand, snow, or similar particulate material.
Your hands work as effectively as shovels when you need to dig a quick hole.
You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking persistent fire damage can immediately attempt an additional flat DC 15 check to end the persistent damage.
Extinction Curse #3: Life’s Long Shadows, page 72.
Dig Up Secrets
FEAT 9
You are an endless well of knowledge and can remember several vital pieces of information at once. You can cast hypercognition as an innate occult spell once per day.
LOME, page 126.
Dimensional Disappearance
FEAT 10
Prerequisites dimensional assault focus spell, laughing shadow hybrid study
You take advantage of teleportation to better hide your position. When you cast dimensional assault, you're affected by an invisibility spell at the end of the teleport. You can choose not to make the Strike that is normally part of dimensional assault. If you do make the Strike, your invisibility ends after the Strike, as normal for invisibility.
Secrets of Magic, page 47.
Dire Form
FEAT 13
Your hybrid shape is a hulking beast. While in your hybrid shape, you gain the effects of enlarge.
LOAG, page 82.
Directed Audience
FEAT 2
You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell's area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone.
Advanced Player’s Guide, page 112.
Directed Audience
FEAT 2
You can shape the area of your composition spell. Whenever you Cast a composition spell whose area is an emanation, you can change the spell's area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone.
Player Core 1, page 101.
Directed Channel
FEAT 4
You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
Core Rulebook, page 123.
Directed Channel
FEAT 4
You can shape the energy you channel in a single gate direction. When you Cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
Player Core 1, page 116.
Directed Poison
FEAT 12
Prerequisites Spell Trickster Dedication, ability to cast cloudkill
When you cast cloudkill, modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round.
Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice.
LOTGB, page 125.
Directional Bombs
FEAT 6
You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target's space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target's square closest to you is the first affected square of the cone.
This feat leads to: Controlled Blast.
Core Rulebook, page 78.
Directional Bombs
FEAT 6
You can lob bombs with great force and a precise trajectory to angle the splash in a cone that sprays in a single gate direction, potentially allowing you to avoid allies and splash deeper into enemy lines.
When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can create a splash in a 15-foot cone. You choose the cone’s direction, but its first square must be a square in the target’s space.
Special If you have the Expanded Splash feat or another ability that increases the radius of splash damage, you can have the splash damage be a 20-foot cone.
Player Core 2, page 66.
Dirge Of Doom
FEAT 6
You learn the dirge of doom composition cantrip, which frightens your enemies.
Core Rulebook, page 101.
Dirge of Doom
FEAT 6
You learn the dirge of doom composition cantrip (page 370), which frightens your enemies and keeps them from fully recovering from their fear.
Player Core 1, page 102.
FEAT 1
Prerequisites trained in Thievery
Requirements You have a hand free and are within melee reach of an opponent.
You hook a foe's bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a Thievery check against the target's Reflex DC.
Critical Success The target is clumsy 1 until they use an Interact action to end the impediment.Success As critical success, but the condition ends automatically after 1 round.Critical Failure You fall prone as your attempt backfires.FEAT 8
Prerequisites trained in Athletics
You attack with enough force to knock the weapon out of your foe's hands. Make a melee Strike; if you hit, you can attempt an Athletics check to Disarm that foe.
Advanced Player’s Guide, page 110.
FEAT 8
Prerequisites trained in Athletics
You attack with enough force to knock the Weapon out of your foe’s hands. Make a melee Strike; if you hit, you can attempt an Athletics check to disarm that enemy.
Player Core 2, page 81.
FEAT 4
Prerequisites Bastion Dedication, trained in Athletics
Trigger You Shield Block a melee Strike made with a held weapon.
You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.
Advanced Player’s Guide, page 159.
FEAT 4
Prerequisites Bastion Dedication, trained in Athletics
Trigger You Shield Block a melee Strike made with a held weapon.
With deft and practiced movement, you block at an angle to potentially dislodge the weapon. You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don’t have a hand free.
Player Core 2, page 187.
Disarming Flair
FEAT 1
It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an Athletics check to Disarm, the circumstance bonus and penalty from Disarm last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an Interact action to adjust their grip and remove this effect.
If your swashbuckler's style is gymnast and you succeed at your Athletics check to Disarm a foe, you gain panache.
Advanced Player’s Guide, page 88.
Disarming Flair
FEAT 1
You knock weapons from the hands of your foes with style.
When you disarm, the action gains the bravado trait.
Player Core 2, page 163.
FEAT 6
Prerequisites Twilight Speaker Dedication
Trigger You are the target of a melee attack and the attacker has not rolled yet.
Requirements You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker.
With a wide, sincere smile, you give your attacker pause. You attempt a Diplomacy check against the triggering attacker's Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours.
Critical Success Your enemy ceases their attack. The attack fails and the triggering target can't attempt hostile actions against you until the beginning of its next turn or until you (or your allies) take hostile actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another Diplomacy check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the auditory and linguistic traits to the action.Success Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you.Failure The target's attack is unaffected.FEAT 6
Prerequisites trained in Athletics
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
Core Rulebook, page 147.
FEAT 6
Prerequisites trained in Athletics
Requirements You are wielding a single gate one-handed melee
Weapon and hold nothing else in your hands.
You adopt a fencing stance that improves your control over your Weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to disarm and a +2 circumstance disarm you. In addition, you can attempt to disarm creatures up to two sizes larger than you.
Player Core 1, page 145.
FEAT 10
Prerequisites trained in Athletics
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is flat-footed until the end of your current turn.Core Rulebook, page 150.
FEAT 10
Prerequisites trained in Athletics
Requirements You are wielding a single gate one-handed melee Weapon and hold nothing else in your hands.
After your Initial attack redirects your foe’s defenses, your follow-up wrests their Weapon from their grasp. Make a melee Strike with a one-handed melee Weapon. In addition to its other effects, this Strike gains the success and critical success effects of the disarm action. The Strike also has the following Failure effect.
Failure The target is off-guard until the end of your current turn.
Special If you’re in Disarming stance, you gain a +single gate circumstance bonus to the attack roll.
Player Core 1, page 147.
Discerning Gaze
FEAT 6
Prerequisites Vigilante Dedication, member of the Gray Gardeners
You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive.
If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect).
Night of the Gray Death, page 65.
FEAT 6
Prerequisites Vofalai Agent Dedication, Thorough Reports
Requirements You have successfully identified the target with Recall Knowledge during this combat.
Identifying a creature is the first step in finding its weaknesses.
Attempt a Strike against the target; if successful, you deal an additional 1d6 precision damage. If you have succeeded on a Recall Knowledge check against the target during this combat and their creature type was previously recorded using Thorough Reports, you also deal 1 point of persistent bleed damage. The creature is then temporarily immune to Discerning Strike for 1 day.
LOPSG, page 120.
Disciple Of Shade
FEAT 6
Prerequisites Shadowcaster Dedication
You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the inscrutable mask domain spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 226.
FEAT 16
Prerequisites Dragon Disciple Dedication, dragon breath sorcerer bloodline spell
You unleash your breath weapon without spending focus. This has the effects of your dragon breath sorcerer bloodline spell, though it deals 9d6 damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for 1d4 rounds.
Advanced Player’s Guide, page 169.
Discordant Voice
FEAT 18
Prerequisites inspire courage
Your inspire courage lets loose a discordant shriek that imbues your allies' attacks with powerful sonic reverberations. While your allies are affected by your inspire courage, their weapon Strikes and unarmed attacks deal an additional 1d6 sonic damage.
Advanced Player’s Guide, page 115.
Discordant Voice
FEAT 18
Prerequisites courageous anthem
Your courageous anthem lets loose a discordant shriek that imbues your allies' attacks with powerful sonic reverberations. While your allies are affected by your courageous anthem, their Weapon Strikes and unarmed attacks deal an additional 1d6 sonic damage.
Player Core 1, page 106.
Discreet Inquiry
FEAT 2
Prerequisites expert in Deception or Diplomacy
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.
Advanced Player’s Guide, page 204.
Discreet Inquiry
FEAT 2
Prerequisites expert in Deception or Diplomacy
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can Hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.
FEAT 4
Prerequisites Wrestler Dedication
Trigger A creature gives you the grabbed or restrained condition.
Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.
LOTGB, page 126.
FEAT 4
Prerequisites Wrestler Dedication
Trigger A creature gives you the grabbed or restrained condition.
Your ability to twist your opponents’ bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.
Player Core 2, page 222.