60 feats, from Divine Grace to Dragon Roar.
Divine Grace · Divine Guidance · Divine Guidance · Divine Healing · Divine Health · Divine Health · Divine Infusion · Divine Rebuttal · Divine Reflexes · Divine Reflexes · Divine Wall · Divine Wall · Divine Weapon · Divine Weapon · Diviner Sense · Diving Armor · Djinni Magic · Doctor's Visitation · Doctor’s Visitation · Dodge Away · Dodging Roll · Dodging Roll · Dogfang Bite · Domain Acumen · Domain Acumen · Domain Fluency · Domain Fluency · Domain Focus · Domain Focus · Domain Initiate · Domain Initiate · Domain Wellspring · Domain Wellspring · Dominating Gaze · Dominion Aura · Dormant Eruption · Double Poison · Double Prey · Double Prey · Double Shot · Double Shot · Double Slice · Double Slice · Double, Double · Doublespeak · Doublespeak · Dousing Spell · Dousing Spell · Dracomancer · Draconic Arrogance · Draconic Arrogance · Draconic Scent · Draconic Sycophant · Drag Down · Dragging Strike · Dragon Arcana · Dragon Disciple Dedication · Dragon Grip · Dragon Prince · Dragon Roar
FEAT 2
Trigger You attempt a save against a spell, but you haven’t rolled yet.
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
Player Core 2, page 94.
Divine Guidance
FEAT 15
Prerequisites legendary in Religion
You're so immersed in divine scripture that you find meaning and guidance in your texts in any situation. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem.
Core Rulebook, page 260.
Divine Guidance
FEAT 15
Prerequisites legendary in Religion
You're so immersed in divine scripture that you find meaning and guidance for any situation in your texts. Spend 10 minutes Decipher Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum.
Divine Healing
FEAT 8
Prerequisites Knight Vigilant Dedication, expert in religion, worship a deity with a divine font that grants heal
Although you aren't a proper champion of your faith, your deity still recognizes your efforts and provides you with a small divine ability to help others. You gain the lay on hands devotion spell (Core Rulebook 387). You gain a focus pool of 1 Focus Point or increase the number of Focus Points in your focus pool by 1. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or perform service toward their causes. The full rules for focus spells are on page 300 of the Core Rulebook. You are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone.
LOKL, page 74.
Divine Health
FEAT 4
Prerequisites tenets of good
Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead.
Core Rulebook, page 111.
Divine Health
FEAT 2
Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +2 status bonus to saves against diseases and poisons and to flat checks to recover from persistent poison damage. Allies in your divine smite’s aura get this benefit, but their bonus is +single gate.
In addition, if you roll a success on a save against a disease or poison, you get a critical success instead. (Your allies don’t share this benefit.) If you have the sacred body class feature, when you roll a critical Failure on a save against a disease or poison, you get a Failure instead.
Player Core 2, page 94.
FEAT 4
You pour energy into the subject of your healing to empower its attacks. If the next action you use is to Cast harm or heal to restore Hit Points to a single gate creature, the target then deals an additional 1d6 damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you Cast harm and vitality if you Cast heal.
If the spell Cast is at least 5th rank, this damage increases to 2d6, and if the spell is at least 8th rank, the damage increases to 3d6.
Player Core 1, page 116.
FEAT 6
Trigger Your ally is about to roll a saving throw against a magical ability of a creature you're adjacent to.
Requirements You are wielding your deity's favored Weapon.
You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity's favored Weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).
Player Core 1, page 116.
Divine Reflexes
FEAT 14
At the start of each of your turns, you gain an additional reaction that you can use only for your champion's reaction.
Core Rulebook, page 115.
Divine Reflexes
FEAT 14
At the start of each of your turns, you gain an additional reaction that you can use only for your divine smite’s reaction.
Player Core 2, page 98.
Divine Wall
FEAT 12
Requirements You are wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.
Core Rulebook, page 114.
Divine Wall
FEAT 12
Requirements You’re wielding a shield.
You use your shield to harry your enemies, preventing them from Stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.
Player Core 2, page 98.
FEAT 6
Frequency once per turn
Trigger You finish Casting a Spell using one of your divine spell slots on your turn.
You siphon residual spell energy into a weapon you're wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity's alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.
Core Rulebook, page 123.
Divine Weapon
FEAT 6
Trigger You finish Casting a Spell using one of your divine spell slots on your turn.
Once per turn. You siphon residual spell energy into a Weapon you're wielding. Until the end of your turn, the Weapon deals an additional 1d4 Spirit instinct damage. If you are holy or unholy, Strikes with the Weapon also gain that trait, and the additional damage increases to 2d4 against creatures of the opposing trait.
Player Core 1, page 117.
Diviner Sense
FEAT 12
You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.
Advanced Player’s Guide, page 143.
Diving Armor
FEAT 4
Prerequisites armor innovation
You've modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water. While wearing your armor innovation, you can breathe underwater and gain a swim Speed equal to your land Speed.
Guns & Gears, page 26.
Djinni Magic
FEAT 9
The magic of djinn runs through your blood. You can cast gust of wind and invisibility once per day each as 2nd-level arcane innate spells.
LOAG, page 116.
FEAT 4
Prerequisites Medic Dedication
You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).
Advanced Player’s Guide, page 184.
FEAT 4
Prerequisites Medic Dedication
You move to provide immediate care to those who need it.
You Stride, then use Battle Medicine or Treat Poison. You can spend 2 actions for Doctor’s Visitation to instead Stride and then use either Administer First Aid or Treat Condition (if you have that feat).
Player Core 2, page 208.
FEAT 6
Prerequisites Acrobat Dedication
Trigger You are the target of a melee attack.
Requirements You're aware of the attack and aren't flat-footed.
You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack.
If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet on this Step instead of 5 feet.
Advanced Player’s Guide, page 155.
FEAT 12
Prerequisites master in Acrobatics
Trigger You take damage from an area effect that allows a Reflex save.
You dodge a blow at the last possible moment. You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier.
Advanced Player’s Guide, page 130.
FEAT 12
Prerequisites master in Acrobatics
Trigger You take damage from an area effect that allows a Reflex save.
You dodge a blow at the last possible moment. You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect’s area, this resistance is instead equal to your level plus your Dexterity modifier.
Player Core 2, page 124.
Dogfang Bite
FEAT 5
Prerequisites dogtooth tengu heritage
You can swing your beak to slash your foes when piercing attacks won't do. Your beak unarmed attack gains the versatile S weapon trait.
LOAG, page 59.
Domain Acumen
FEAT 2
Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell.
It gains the cursebound trait. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 79.
Domain Acumen
FEAT 2
Every curse’s mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the Table 8\u20132: Domains associated with your mystery for which you don’t already have an Initial domain spell. You gain an Initial domain spell from that domain, which you Cast as a revelation spell.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell as a revelation spell.
Player Core 2, page 138.
Domain Fluency
FEAT 12
Prerequisites initial domain spell
You command a deep understanding of the divine domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell.
You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the cursebound trait. Increase the number of Focus Points in your focus pool by 1.
Advanced Player’s Guide, page 80.
Domain Fluency
FEAT 12
Prerequisites Domain Acumen
You command a deep understanding of the Table 8\u20132: Domains related to your mystery. Choose one of the Table 8\u20132: Domains associated with your mystery for which you have an Initial domain spell. You gain an Advanced Domain spell from that domain, which you Cast as a revelation spell.
Player Core 2, page 141.
Domain Focus
FEAT 12
Prerequisites one or more domain spells
Your devotion to your deity's domains grows greater, and so does the power granted to you. 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.
This feat leads to: Domain Wellspring.
Core Rulebook, page 125.
Domain Focus
FEAT 12
Your devotion to your deity's Table 8\u20132: Domains grows Greater, and so does the power granted to you. Whenever you Refocus, completely refill your focus pool.
Player Core 1, page 119.
Domain Initiate
FEAT 1
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in Table 8–2: Domains.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells can be found here.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
This feat leads to: Advanced Domain, Deity's Protection, Shield Of Faith, and Expanded Domain Initiate.
Core Rulebook, page 121.
Domain Initiate
FEAT 1
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an Initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme appears on page 39 and domain single spell appear on pages 372–381.
Domain single spell are a type of focus spell. It costs single gate Focus Point to cast a focus spell, and you start with a focus pool of single gate Focus Point. You refill your focus pool during your daily preparations, and you can regain single gate Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
here are automatically heightened to half your level rounded up, much like cantrips. here don't require spell slots, and can't be Cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points.
The full rules for here appear on page 298.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Player Core 1, page 113.
Domain Wellspring
FEAT 18
Prerequisites Domain Focus
The intensity of your focus grows from the investment you've placed in your domains. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
Core Rulebook, page 126.
Domain Wellspring
FEAT 18
Prerequisites Domain Focus
Your domain magic flows through you like a spring. When you spend a Focus Point to Cast a domain spell, you regain single gate Focus Point.
Player Core 1, page 134.
Dominating Gaze
FEAT 16
Prerequisites Manipulative Charm
You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level dominate as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the visual trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't Cast the Spell again within 24 hours. If you are destroyed, all your dominate spells from Dominating Gaze immediately end.
Book of the Dead, page 59.
FEAT 17
Prerequisites Toulem
Frequency once per day
For a short time, you fully manifest the expectations of the god destroyer within you. All creatures within a 10-foot emanation take 8d6 force damage with a basic Fortitude save. A creature that fails this save is also knocked prone. For 1 minute, any creature who ends its turn within the 10-foot emanation takes 5d6 force damage with a basic Fortitude save. If you aren't drained, you can choose to become drained 2 when you use Dominion Aura to increase the radius of the emanation from 10 feet to 20 feet.
LOIL, page 33.
Dormant Eruption
FEAT 14
Prerequisites You've been brought to 0 Hit Points by an enemy that has the fire trait or an enemy's ability that has the fire trait.
A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature Strikes you with a melee attack or touches you, it takes 1d6 persistent fire damage. You gain the Thermal Eruption action.
Dark Archive, page 57.
Double Poison
FEAT 14
You can apply two different infused injury poisons to the same Weapon, though not to a piece of ammunition. Each poison’s level must be 2 or more levels lower than your level. You have to apply the two poisons individually. Once you’ve applied both, the poisons merge into a double poison that uses the lower of is virulent only if both poisons were virulent. Combine the effects of each stage of the poison on any creature affected by it. For each stage of the poison, use the effects of both poisons and the longer interval for that stage among the two poisons.
Player Core 2, page 68.
Double Prey
FEAT 12
You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey.
This feat leads to: Shared Prey and Triple Threat.
Core Rulebook, page 175.
Double Prey
FEAT 12
You can focus on two foes at once, hunting both of them down. When you use the hunted prey action, you can pick two creatures as your prey.
Player Core 1, page 162.
FEAT 4
Requirements You are wielding a ranged weapon with reload 0.
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.
This feat leads to: Triple Shot and Multishot Stance.
Core Rulebook, page 146.
FEAT 4
Requirements You are wielding a ranged Weapon with reload 0.
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Player Core 1, page 143.
FEAT 1
Requirements You are wielding two melee weapons, each in a different hand.
You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a –2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
This feat leads to: Graceful Poise.
Core Rulebook, page 144.
FEAT 1
Requirements You are wielding two melee weapons, each in a different hand.
You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a Weapon that doesn’t have the agile trait, it takes a –2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice.
Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Player Core 1, page 140.
Double, Double
FEAT 10
Prerequisites Cauldron
For each temporary oil or potion you brew during your daily preparations, you brew two copies of it. This allows you to brew two temporary oils or potions each day, four if you have master
Player Core 1, page 189.
Doublespeak
FEAT 7
Prerequisites master at Deception
You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.
Advanced Player’s Guide, page 205.
Doublespeak
FEAT 7
Prerequisites master at Deception
You're skilled at saying one thing and meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least single gate full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.
FEAT 4
Prerequisites Elementalist Dedication, water is in your elemental philosophy
You enhance your spell with elemental water, soaking the target. If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).
Rage of Elements, page 59.
FEAT 4
Prerequisites Elementalist Dedication
You enhance your spell with elemental water, soaking the target. If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water.
If the target has persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).
Secrets of Magic, page 206.
Dracomancer
FEAT 9
Your inborn arcane power manifests as your exemplar's most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as presented on pages 104–126 of the Bestiary (such as alarm, blur, invisibility, and true strike for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.
This feat leads to: Elite Dracomancer and Bolai Paragon.
Advanced Player’s Guide, page 15.
Draconic Arrogance
FEAT 1
Prerequisites dragon instinct
Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects.
Advanced Player’s Guide, page 108.
Draconic Arrogance
FEAT 1
Prerequisites dragon instinct
Few can sway you from your goals while the fury of combat fills you. While raging, you gain a +2 status bonus to saving throws against emotion effects.
Player Core 2, page 77.
Draconic Scent
FEAT 4
Prerequisites Dragon Disciple Dedication
Your sense of smell is uncanny, much like a dragon's. You gain imprecise scent with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion.
Advanced Player’s Guide, page 168.
Draconic Sycophant
FEAT 1
You have an affect that dragonkind find unusually pleasing—and when that fails, you know when to duck. You gain a +2 circumstance bonus to Perception checks and saving throws against dragons. In addition, whenever you meet a creature with the dragon trait in a social situation, you can attempt a Diplomacy check to Make an Impression on that creature immediately, rather than after conversing for 1 minute; you take a –5 penalty to this check. If you fail, you can choose to engage in 1 minute of conversation and then attempt a new check rather than accept 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 has the dragon trait.
LOAG, page 38.
FEAT 5
While swimming in water at least 10 feet deep, you grab an adjacent creature (on nearby land or in the water) and pull it below the surface. Attempt an Athletics check to Grapple the creature. On a success, if the creature is on land, in addition to the normal effects of Grapple, you pull the creature into the water in a space adjacent to you. If the creature is already in the water, on a success, in addition the normal effects of Grapple, you drag the creature 10 feet deeper into the water, moving 10 feet with the creature. Moving a creature into water or deeper into water using Drag Down is forced movement for the creature but not for you.
This feat leads to: Riptide.
Azarketi Ancestry Web Supplement, page 5.
FEAT 2
You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee Strike. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.Advanced Player’s Guide, page 126.
Dragon Arcana
FEAT 4
Prerequisites ability to cast spells from spell slots, Dragon Disciple Dedication
You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are shield, true strike, resist energy, haste, spell immunity, chromatic wall, dragon form, mask of terror, prismatic wall, and overwhelming presence.
Advanced Player’s Guide, page 168.
Dragon Disciple Dedication
FEAT 2
Access You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.
You choose to study or worship one type of dragon, and your focus grants you a measure of its power. You become trained in arcane spell DCs and arcane spell attack rolls. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon.
1Falalugreid Expanse, p.76
You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed.
Special You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the sorcerer archetype, you must choose the draconic bloodline.
This feat leads to: Breath Of The Dragon, Claws Of The Dragon, Disciple's Breath, Draconic Scent, Dragon Arcana, Scales Of The Dragon, Shape Of The Dragon, Mighty Dragon Shape, Wings Of The Dragon, Cloud Walk, Deflecting Cloud, Mighty Wings, and Shape of the Cloud Dragon.
Advanced Player’s Guide, page 168. Expanded in LOME.
Dragon Grip
FEAT 9
Prerequisites Beast Trainer
Your hold has a unique draconic connection. You gain a +2 circumstance bonus when you attempt to Make an Impression on a creature with the dragon trait.
You gain access to the Riding Drake animal companion.
LOAG, page 52.
Dragon Prince
FEAT 9
Prerequisites Dragon Spit
The blood of the Dragon Kings runs strong in your veins. Your draconic heritage is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon's scales. You can cast the dragon breath sorcerer bloodline spell as an innate arcane spell once per day, but you can use only the dragon breath that is associated with your heritage and that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level.
LOCG, page 14.
FEAT 6
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.
You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can't reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Dragon Roar, you can't use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.
Core Rulebook, page 161.