60 feats, from Dragon Roar to Dubious Knowledge.
Dragon Roar · Dragon Shape · Dragon Shape · Dragon Spit · Dragon Stance · Dragon Stance · Dragon Transformation · Dragon Transformation · Dragon's Breath · Dragon's Presence · Dragon's Presence · Dragon's Rage Breath · Dragon's Rage Wings · Dragonslayer Oath · Dragon’s Rage Breath · Dragon’s Rage Wings · Drain Emotion · Drain Soul Cage · Drain Vitality · Draw From The Land · Dread Marshal Stance · Dread Marshal Stance · Dread Striker · Dread Striker · Dream Guise · Dream Logic · Dream Magic · Dream May · Drenching Mist · Drifter's Juke · Drifting Pollen · Drive Back · Drive-by Attack · Driving Rain · Droubrais's Press · Drow Shootist Dedication · Druid Dedication · Druid Dedication · Dual Energy Heart · Dual Finisher · Dual Finisher · Dual Onslaught · Dual Onslaught · Dual Studies · Dual Thrower · Dual Thrower · Dual-form Weapon · Dual-handed Assault · Dual-Handed Assault · Dual-Weapon Blitz · Dual-Weapon Blitz · Dual-Weapon Reload · Dual-weapon Reload · Dual-Weapon Reload · Dual-Weapon Warrior Dedication · Dual-Weapon Warrior Dedication · Dualborn · Dualistic Synergy · Dubious Knowledge · Dubious Knowledge
FEAT 6
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.
You bellow, instilling fear in your enemies. Enemies within a 15-foot creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below single gate 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 instinct Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance.
Creatures in the area are then temporarily immune for single gate minute.
Player Core 2, page 121.
Dragon Shape
FEAT 12
Prerequisites Soaring Shape
You can take on the form of some of the world's most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison.
This feat leads to: True Shapeshifter and Reactive Transformation.
Core Rulebook, page 138.
Dragon Shape
FEAT 12
Prerequisites Untamed Form
You can take the form of some of the world's most fearsome creatures. Add the shapes listed in dragon form to your Untamed Form list.
Player Core 1, page 130.
Dragon Spit
FEAT 1
Prerequisites Naikhia ethnicity
Many Naikhia claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: acid splash, electric arc, produce flame, or ray of frost. You can cast this spell as an innate arcane spell at will, and when you cast it, the spell's energy emerges from your mouth.
This feat leads to: Dragon Prince.
LOCG, page 12.
FEAT 1
Requirements You are unarmored.
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
This feat leads to: Dragon Roar.
Core Rulebook, page 158.
FEAT 1
Requirements You are unarmored.
You enter the stance of a dragon instinct and make powerful leg Strikes like a lashing dragon instinct’s tail. You can make dragon instinct tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
Player Core 2, page 118.
FEAT 16
Prerequisites dragon instinct, Dragon's Rage Wings
You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier; you also apply your extra damage from Rage, and the Breath Weapon uses your class DC. The action to Dismiss the transformation gains the rage trait.
At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, and you gain a +14 status bonus to your breath weapon damage.
Core Rulebook, page 93.
FEAT 16
Prerequisites dragon instinct’s rage Wings
Once per 10 minutes, you transform into a ferocious Large dragon instinct, gaining the effects of 6th-rank dragon form except that you use your from Rage, and the dragon instinct Breath action uses your class you already have from entering a rage (or any other action with the rage trait). The action to Dismiss the transformation gains the rage trait.
At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon instinct Strikes increases to +12, and you gain a +14 status bonus to your dragon instinct Breath damage.
Player Core 2, page 84.
Dragon's Breath
FEAT 9
Prerequisites Kobold Breath
You can put more effort into your Kobold Breath to channel greater draconic power, though it takes more out of you. When you use Kobold Breath, you can increase the damage dice to d8s and increase the area to 60 feet for a line breath weapon or 30 feet for a cone. If you do, you can't use Kobold Breath again for 1 hour.
Advanced Player’s Guide, page 15.
Dragon's Presence
FEAT 1
As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes)
When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead.
In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +1 circumstance bonus to the Intimidation check.
Advanced Player’s Guide, page 14.
Dragon's Presence
FEAT 1
Prerequisites dragonscaled kobold heritage
As kin to dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes). When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a Failure against a fear effect, you get a critical Failure instead.
In addition, when you attempt to Demoralize a foe of your level or lower, you gain a +single gate circumstance bonus to the Intimidation check.
FEAT 6
Prerequisites dragon instinct
Requirements You haven't used this ability since you last Raged.
You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4). If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save.
Core Rulebook, page 90.
FEAT 12
Prerequisites dragon instinct
You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up.
This feat leads to: Dragon Transformation.
Core Rulebook, page 92.
Dragonslayer Oath
FEAT 2
Prerequisites tenets of good
You've sworn to slay evil dragons. Add the following tenet to your code after the others: "You must slay evil dragons you encounter as long as you have a reasonable chance of success."
Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption's resistance against damage from an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don't consider evil dragons to be legitimate authorities, even in nations they rule.
This feat leads to: Wyrmbane Aura.
Core Rulebook, page 110.
FEAT 6
Prerequisites dragon instinct
Once per 10 minutes, you breathe deeply and exhale powerful energy in a 30-foot cone, dealing 1d6 damage per level to each creature in the area type matches your instinct’s dragon instinct breath (page 75), and this action gains the trait of your dragon instinct’s tradition.
Player Core 2, page 79.
FEAT 12
Prerequisites dragon instinct
You sprout dragon instinct wings from your back of the same color as your chosen dragon instinct. While you are raging, you gain a fly Speed equal to your land Speed. If you are Flying when your rage ends, you start to fall, but your transformation doesn’t revert until the last moment, so you take no damage from the fall and land standing up. This action gains the trait of your dragon instinct’s tradition.
Player Core 2, page 82.
FEAT 9
Prerequisites Fey Influence
Frequency once per day
You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single emotion or fear effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round).
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
LOIL, page 126.
Drain Soul Cage
FEAT 14
Prerequisites Lich Dedication, Drain Bonded Item, spellbook
You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use Drain Bonded Item, you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use Drain Bonded Item. If your soul cage is broken or destroyed, you can't use Drain Soul Cage.
Even if you can Drain Bonded Item more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day.
Book of the Dead, page 50.
FEAT 10
Prerequisites Beast Gunner Dedication
Frequency once per minute
Requirements You're wielding your bonded beast gun.
You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing persistent damage, using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn.
Guns & Gears, page 131.
FEAT 10
Prerequisites Geomancer Dedication, expert in Nature
Requirements You gained a terrain attunement benefit this turn, and it matched the terrain you're in.
You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together.
Secrets of Magic, page 213.
FEAT 4
Prerequisites Marshal Dedication, trained in Intimidation
Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks.
When you use this action, attempt an Intimidation check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances.
The effect depends on the result of your check.
Critical Success Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1.Success As critical success, but your aura's size doesn't increase.Failure You fail to enter the stance.Critical Failure You fail to enter the stance and can't take this action again for 1 minute.Advanced Player’s Guide, page 180.
FEAT 4
Prerequisites Marshal Dedication, trained in Intimidation
Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, result of your check.
Success Your marshal’s aura grants you and your allies in the aura a +1 status bonus to damage rolls. When you or an ally in the aura critically hit an enemy with a Strike, that enemy is frightened 1. If you’re wielding a weapon that has more than one damage die (typically due to a striking rune), you can have the status bonus equal the weapon’s number of damage dice instead of +1.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
Player Core 2, page 204.
Dread Striker
FEAT 4
You capitalize on your enemies' fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.
Core Rulebook, page 184.
Dread Striker
FEAT 4
You capitalize on your enemies’ fear to slip past their defenses.
Any creature that has the frightened condition is also off-guard against your attacks.
Player Core 1, page 171.
FEAT 10
Requirements wandering reverie subconscious mind
You Stride into a willing ally's space, at which point both of your appearances shift into a shared third appearance, usually one that looks like a mix of the two of you. Then, either you or your ally Steps. You each maintain the merged appearance.
Creatures who are observing this know what happened, but still must Seek or otherwise engage with the illusion to attempt to disbelieve it and determine which of you is which. Otherwise, they can't tell the difference and have an equal chance to target each of you (DC 11 flat check). This illusion ends as soon as either you or the ally you're merged with acts.
Dark Archive, page 27.
Dream Logic
FEAT 14
Prerequisites Sleepwalker Dedication
You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a Perception check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar.
Any hostile action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them.
Dark Archive, page 207.
Dream Magic
FEAT 8
Prerequisites Sleepwalker Dedication
You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.
Special You can take this feat twice, gaining the spell you didn't select initially the second time.
Dark Archive, page 206.
Dream May
FEAT 1
You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams.
In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any drained and doomed conditions you have by 2 instead of by 1.
Advanced Player’s Guide, page 31.
Drenching Mist
FEAT 6
Prerequisites Spell Trickster Dedication, ability to cast obscuring mist
When you cast obscuring mist, you can modify it to add the following heightened entry to its effects.
Heightened (3rd) Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it.
LOTGB, page 123.
FEAT 6
Prerequisites way of the drifter
Requirements You're wielding a firearm or crossbow in one hand, and your other hand is either wielding a melee weapon or is empty.
You move in and out of range to complement your attacks. You Step, make a Strike, Step, and make another Strike. One Strike must be a ranged Strike using your firearm or crossbow, and the other must be a melee Strike using your melee weapon or unarmed attack. You can choose not to take one or both Steps.
Guns & Gears, page 113.
FEAT 8
A haze of pollen floats around you. A creature in your kinetic aura when you enter the stance, or who later enters the aura or ends its turn in the aura, attempts at a Fortitude save against your class DC. On a failure, it's sickened 1 (sickened 2 on a critical failure) and dazzled until it's no longer sickened. A creature attempts this save no more than once per round and doesn't attempt a new save if already affected.
Rage of Elements, page 35.
FEAT 8
Prerequisites Bastion Dedication
Trigger An enemy within your reach Strikes an ally adjacent to you.
Requirements You have your shield raised.
You push the enemy back and attempt to intercede between the foe and your ally. You attempt to Shove the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the shove trait for this Shove attempt. If the shove succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally.
LOKL, page 80.
FEAT 12
Prerequisites Trick Driver Dedication
Requirements You are piloting a vehicle.
You can smoothly line up an attack without disrupting your control. You Drive, gaining the effects of the Drive action for the same number of actions you spent to Drive- By Attack. At any point during your vehicle's movement, you Strike.
Guns & Gears, page 55.
FEAT 6
Heavy drops of rain batter down, hitting like sling stones and impeding vision. Each creature in a 15-foot burst within 120 feet takes 3d8 bludgeoning damage with a basic Reflex save against your class DC. Until the start of your next turn, all creatures are concealed while in the area, and all creatures outside the area are concealed to creatures within it.
Level (+2) The damage increases by 1d8.
Rage of Elements, page 32.
Droubrais's Press
FEAT 4
Prerequisites Sitreiku Sentry Dedication
Any shield you wield gains the shove trait. When you Shove using a shield and Stride as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the Khibrizik Stance and successfully Shove a creature using a shield that you wield two-handed, you can increase the distance of your Shove to 10 feet.
LOL, page 68.
Drow Shootist Dedication
FEAT 2
Prerequisites trained in the hand crossbow
Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action.
Special You can't select another dedication feat until you've gained two other feats from the drow shootist archetype.
This feat leads to: Lethargy Poisoner, Reloading Trick, and Repeating Hand Crossbow Training.
Druid Dedication
FEAT 2
Prerequisites Wisdom 14
You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells.
You learn the Druidic language.
Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order's feats. You become trained in Nature and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order.
Special You cannot select another dedication feat until you have gained two other feats from the druid archetype.
This feat leads to: Basic Druid Spellcasting, Expert Druid Spellcasting, Master Druid Spellcasting, Primal Breadth, Basic Wilding, Advanced Wilding, Order Spell, Thick Hide Mask, and Tireless Guide's Mask.
Core Rulebook, page 225.
Druid Dedication
FEAT 2
Prerequisites Wisdom +2
You cast spells like a druid. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover. You’re trained in the spell attack modifier druid archetype spells is Wisdom, and they are primal druid spells.
You learn the Wildsong language, and you are bound by the druid’s anathema.
Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order.
Player Core 1, page 218.
Dual Energy Heart
FEAT 4
Prerequisites Energy Heart
A second energy dwells in your eidolon. Choose an additional energy damage type. Your unarmed attack that deals energy damage gains the versatile trait for the second energy damage type, and your eidolon gains resistance to the second type of energy damage equal to half your level.
Secrets of Magic, page 69.
FEAT 8
Requirements You wield two melee weapons, one in each hand.
You split your attacks. Make two melee Strikes, one with each required weapon, each against a different foe. If the second Strike is made with a non-agile weapon, it takes a –2 penalty.
Increase your multiple attack penalty only after attempting both Strikes.
Advanced Player’s Guide, page 91.
FEAT 8
Requirements You wield two melee weapons, one in each hand.
You split your attacks. Make two melee Strikes, one with each required Weapon, each against a different foe. If the second Strike is made with a non-agile Weapon, it takes a –2 penalty. Increase your multiple attack penalty only after attempting both Strikes.
Player Core 2, page 167.
Dual Onslaught
FEAT 14
Prerequisites Dual-Weapon Dedication
When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.
Advanced Player’s Guide, page 170.
Dual Onslaught
FEAT 14
Prerequisites Dual-Weapon Dedication
When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can’t choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.
Player Core 2, page 196.
Dual Studies
FEAT 1
You and your eidolon have some skills you practice on your own. Choose two skills. Your eidolon becomes trained in one of those skills and you become trained in the other skill. At 7th level, you each become an expert in the chosen skills.
These skill proficiencies are not shared between you and your eidolon.
Secrets of Magic, page 67.
Dual Thrower
FEAT 4
Prerequisites Dual-Weapon Warrior Dedication
You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.
Advanced Player’s Guide, page 170.
Dual Thrower
FEAT 4
Prerequisites Dual-Weapon Warrior Dedication
You know how to throw two weapons as easily as strike with them. Whenever a feat you gained from the dual-weapon warrior archetype allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding (weapons that need “1+” hand, such as longbows, don’t qualify). Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.
Player Core 2, page 196.
Dual-form Weapon
FEAT 4
Prerequisites weapon innovation
You've built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely. When you select this feat, choose a level 0 or 1st-level simple or martial weapon. It must be either a common weapon or another to which you have access. This weapon becomes your innovation's second configuration.
Select a new set of weapon modifications for this new configuration. You can spend two Interact actions to switch your weapon innovation between the two configurations. These actions don't need to be taken consecutively, but if you've provided the first and not the second, the weapon is non-functional as it is stranded between states. Your weapon's Bulk is always the greater Bulk of the two configurations, regardless of which configuration it's in—if one weapon is smaller than the other, you still need to keep any weapon parts on hand. Any runes on your weapon innovation don't affect the second weapon configuration.
Guns & Gears, page 26.
FEAT 4
Requirements You are wielding a one-handed melee weapon and have a free hand.
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn't normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free.
Core Rulebook, page 146.
FEAT 4
Requirements You are wielding a one-handed melee Weapon and have a free hand.
You snap your free hand over to grip your Weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required Weapon.
You quickly switch your grip during the Strike in order to make the attack with two hands. If the Weapon doesn’t normally have the two-hand trait, increase its Weapon damage die by one Step for this attack. (Rules on increasing die size appear on page 276.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the Weapon’s number of damage dice. When the Strike is complete, you resume gripping the Weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.
Player Core 1, page 143.
FEAT 10
Prerequisites Dual-Weapon Warrior Dedication
Requirements You are wielding two one-handed melee weapons, each in a different hand.
You attack as you dash among foes. Stride up to your Speed. At any point during this movement, you can Strike once with each of the two required weapons. These Strikes can be against the same or different targets, as you see fit.
Advanced Player’s Guide, page 170.
FEAT 10
Prerequisites Dual-Weapon Warrior Dedication
Requirements You are wielding two onehanded melee weapons, each in a different hand.
You attack as you weave your way around the battlefield. Stride up to your Speed. During this movement, you can Strike once with each of the two one-handed melee weapons. Each of these Strikes can be made at any point during your movement.
Player Core 2, page 196.
FEAT 4
Prerequisites Dual-Weapon Warrior Dedication
Requirements You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.
You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.
Advanced Player’s Guide, page 170.
FEAT 1
Requirements You're wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.
You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.
Guns & Gears, page 111.
FEAT 4
Prerequisites Dual-Weapon Warrior Dedication
You carry your ammunition in a way that allows you to reload while holding two weapons. While you’re wielding two one-handed weapons, each in a different hand, you don’t need a free hand to reload a one-handed ranged weapon you’re wielding.
Player Core 2, page 196.
Dual-Weapon Warrior Dedication
FEAT 2
You're exceptional in your use of two weapons. You gain the Double Slice fighter feat. This serves as Double Slice for the purpose of meeting prerequisites.
Special You can't select another dedication feat until you gain two other feats from the dual-weapon warrior archetype.
This feat leads to: Dual Thrower, Dual-Weapon Blitz, Dual-Weapon Reload, and Flensing Slice.
Advanced Player’s Guide, page 170.
Dual-Weapon Warrior Dedication
FEAT 2
You’re exceptional in your use of two weapons. You gain the Double Slice fighter feat (Player Core 140).
Player Core 2, page 196.
Dualborn
FEAT 1
Your suli heritage can be traced back to two geniekin ancestors of opposing elements, or to an elemental ancestor that embodied two combined elements.
Choose two of the following elements: air, earth, fire, and water. Once made, this choice can't be changed. You gain resistance equal to half your level (minimum 1) to all damaging effects with the traits of either of your chosen elements.
Special If you take the Elemental Assault or Elemental Bulwark ancestry feats, you can use them only with your chosen elements. You can add your resistance from this feat to the resistance you gain from Elemental Bulwark against effects with your elements' traits, for a total of 5 + half your level, or 10 + half your level with Improved Elemental Bulwark. If you take the Zaemoriam Assault feat, you can choose each of your two elements twice each, instead of choosing each of the four elements once each.
LOAG, page 111.
FEAT 8
Prerequisites Halcyon Speaker Dedication
If your next action is to Cast a Spell from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits.
This feat leads to: Fulminating Synergy, Synergistic Spell, and Shared Synergy.
LOCG, page 104.
Dubious Knowledge
FEAT 1
Prerequisites trained in a skill with the Recall Knowledge action
You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.
Core Rulebook, page 260.
Dubious Knowledge
FEAT 1
Prerequisites trained in a skill with the Recall Knowledge action
You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don't have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it's good or bad.