60 feats, from Elaborate Talisman Esoterica to Emblazon Antimagic.
Elaborate Talisman Esoterica · Elastic Mutagen · Elbow Breaker · Elbow Breaker · Eldritch Archer Dedication · Eldritch Archer Dedication · Eldritch Calm · Eldritch Debilitations · Eldritch Nails · Eldritch Reload · Eldritch Researcher Dedication · Electric Counter · Electrify Armor · Elegant Buckler · Elemental Apotheosis · Elemental Artillery · Elemental Assault · Elemental Bulwark · Elemental Embellish · Elemental Evolution · Elemental Explosion · Elemental Eyes · Elemental Familiar · Elemental Familiar · Elemental Familiar · Elemental Fist · Elemental Fist · Elemental Lore · Elemental Overlap · Elemental Shape · Elemental Shape · Elemental Summons · Elemental Summons · Elemental Trade · Elemental Transformation · Elemental Wrath · Elementalist Dedication · Elementalist Dedication · Elf Atavism · Elf Step · Elf Step · Eliminate Red Herrings · Elite Dracomancer · Elucidating Mercy · Elude The Divine · Elude Trouble · Elude Trouble · Elven Aloofness · Elven Instincts · Elven Lore · Elven Lore · Elven Verve · Elven Weapon Elegance · Elven Weapon Expertise · Elven Weapon Familiarity · Elven Weapon Familiarity · Elysium's Cadence · Embed Aeon Stone · Ember's Eyes · Emblazon Antimagic
Elaborate Talisman Esoterica
FEAT 8
Prerequisites Talisman Esoterica
As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans. You can create four temporary talismans each day instead of two.
Special You can select this feat a second time if you are 14th level or higher, allowing you to create six talismans each day instead of four.
Dark Archive, page 45.
Elastic Mutagen
FEAT 10
You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.
Core Rulebook, page 79.
FEAT 4
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip.
Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.
Critical Success You knock one held item out of the creature's grasp. It falls to the ground in the creature's space.Success You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and WrestlerLOTGB, page 126.
FEAT 4
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.
You bend your opponent’s body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.
Critical Success You knock one held item out of the creature’s grasp. It falls to the ground in the creature’s space.
Success You weaken your target’s grasp on the item.
Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Player Core 2, page 222.
Eldritch Archer Dedication
FEAT 6
Prerequisites expert in at least one type of bow
You blend magic with your archery, leading to powerful results.
If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.
You also gain Eldritch Shot.
Special You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype.
This feat leads to: Arrow Of Death, Basic Eldritch Archer Spellcasting, Expert Eldritch Archer Spellcasting, Master Eldritch Archer Spellcasting, Enchanting Arrow, Magic Arrow, Phase Arrow, Precious Arrow, and Seeker Arrow.
Advanced Player’s Guide, page 172.
Eldritch Archer Dedication
FEAT 6
Prerequisites Expert in at least one weapon from the bow or crossbow weapon group.
You channel powerful magic with your archery, allowing you to deliver potent spells through the tip of an arrow rather than the more mundane flick of the wrist or whatever other gestures are usually used. If you don’t already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity.
You gain a spell repertoire with one cantrip of your choice, from a tradition of your choice. You choose a common cantrip or other cantrip to which you have access. This cantrip must require a spell attack roll and come from your chosen tradition. You’re trained in spell attack modifier these spells is Charisma.
Regardless of whether you can already cast spells or gained the ability from this dedication, you gain the Eldritch Shot activity.
Eldritch Shot [three-actions] Requirements You are wielding a bow or a loaded crossbow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you’re wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Eldritch Shot.
Player Core 2, page 198.
Eldritch Calm
FEAT 13
Prerequisites Fey Influence
Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. While you are not emotionless, and indeed might be prone to fits of odd moods and tempers, many perceive you as having an aura of unshakable tranquility. When you roll a critical failure against an emotion or fear effect, you get a failure instead. Once per day in place of attempting a saving throw against an emotion or fear effect, you can automatically treat your result as though you had rolled a 20; this is a fortune effect.
However, your extraordinary emotional detachment makes it difficult to encourage you. You reduce any bonus you gain from an emotion effect by 1.
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
LOIL, page 128.
Eldritch Debilitations
FEAT 10
Prerequisites eldritch trickster racket, Debilitating Strike
You know how to apply debilitations that are particularly troublesome for spellcasters. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Advanced Player’s Guide, page 136.
Eldritch Nails
FEAT 4
Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage. Your nails are in the brawling group and have the agile and unarmed traits.
You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks.
You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.
Advanced Player’s Guide, page 102.
FEAT 10
Prerequisites Eldritch Archer Dedication
Requirements Your last action this turn was to make an Eldritch Shot, Cast a Spell from a spell slot, or activate a piece of magical ammunition.
You integrate your talent for magic into your use of reloading weapons. You Interact to reload a weapon you are wielding.
Player Core 2, page 199.
Eldritch Researcher Dedication
FEAT 2
Prerequisites Trained in Arcana and Occultism
You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls with Intelligence as your spellcasting ability.
Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either Arcana or Occultism. You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or Identifying Magic.
Special You can't select another dedication feat until you've gained two other feats from the Eldritch Researcher archetype.
This feat leads to: Able Ritualist, Advanced Seeker Of Truths, Entities From Afar, Incredible Recollection, Know It All, Vreiditou, Scholarly Defense, Seeker Of Truths, Strange Script, and Words Of Unraveling.
FEAT 16
Prerequisites Wild Winds Initiate
Trigger You would take damage.
Requirements You are in Wild Winds stance.
You gain resistance to electricity equal to your level until the start of your next turn. If the triggering damage was electricity, this resistance applies to it. If the triggering damage was from a melee attack, the attacker takes 3d6 electricity damage.
Special This feat has the trait corresponding to the tradition of ki spells you cast, either divine or occult.
FEAT 10
Prerequisites armor innovation
Requirements You are wearing your armor innovation.
You electrify your armor to punish foes who dare to attack you. For 1 round, any creature that touches you, or that hits you with a melee unarmed attack or a non-reach melee weapon attack, takes 1d4 electricity damage. The effect ends if you cease wearing your armor innovation.
If you have the revolutionary innovation class feature, the damage increases to 2d4.
Unstable Function You create an unstable chain reaction, sending countless sparks dancing across your armor. Add the unstable trait to Electrify Armor. The effects last for 1 minute instead of 1 round, and the damage dice increase from d4s to d12s.
Guns & Gears, page 29.
Elegant Buckler
FEAT 1
You’ve learned a flexible way to position your buckler to provide more protection. When you shield raised to gain a from +single gate to +2.
While you have a buckler raised, if a creature critically misses you with a Strike, you gain panache until the end of your next turn.
Player Core 2, page 163.
Elemental Apotheosis
FEAT 18
Prerequisites Nourishing Gate, exactly one kinetic element
You take on an elemental countenance, appearing like a type of elemental of your element. You gain any Speeds listed in the elemental form spell for your element and gain darkvision if you don't already have it. You also gain the elemental trait and the trait of your chosen element.
Rage of Elements, page 23.
FEAT 6
Spinning wood and metal together, you create a rugged wooden ballista. The ballista is Medium and appears in an unoccupied space within 30 feet. It immediately shoots a bolt with a jagged tip of elemental metal. Make an impulse attack roll against the AC of a target within 120 feet. The target takes 3d12 piercing damage on a hit (or double damage on a critical hit). The ballista can be shot again, but it must first be reloaded with two Interact actions. The ballista lasts until the end of your next turn, and you can Sustain the impulse. Each time you Sustain it, you can roll the ballista up to 20 feet, shoot it if it's loaded, or contribute 1 action toward reloading it.
Level (+3) The damage increases by 1d12.
Rage of Elements, page 36.
FEAT 1
Frequency once per day
You shroud your arms and held weapons in elemental magic. Choose one element.
Until the end of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water.
This feat leads to: Continuous Assault and Zaemoriam Assault.
LOAG, page 111.
FEAT 5
Trigger An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air, earth, fire, or water trait.
You call upon the corresponding elements of your suli heritage to resist the effect.
You gain resistance 5 against the triggering damage.
This feat leads to: Improved Elemental Bulwark.
LOAG, page 112.
Elemental Embellish
FEAT 1
You can summon a harmless but impressive elemental display. You become trained in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice.
When you Demoralize a foe, if you choose to Demoralize via an elemental display, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.
LOAG, page 111.
Elemental Evolution
FEAT 2
Prerequisites Elemental Instinct
The elemental power within you is more mutable and versatile than most. Choose a second damage type for your element. Whenever you Rage, you can choose that type instead of the damage type you would normally gain. The new damage type can be the one you did not choose when you selected the element initially if you had multiple options available for your element, or one of the following types: air cold, earth poison, fire cold, metal electricity, water acid, wood poison.
Rage of Elements, page 54.
FEAT 6
Prerequisites Elemental Instinct
Requirements You're raging, and you haven't used this ability since you last Raged.
You unleash the energy roiling within you, exploding elemental matter in a 15-foot emanation. Each creature in the area takes 1d8 damage per level you possess, with the same type you chose for elemental rage.
Each creature in the area must attempt a basic Reflex save against your class DC. Elemental Explosion gains the trait of your element.
Rage of Elements, page 54.
Elemental Eyes
FEAT 1
Prerequisites low-light vision
You can see in the darkness as easily as an elemental. You gain darkvision.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
LOAG, page 100.
Elemental Familiar
FEAT 1
A small creature made of elemental matter springs forth from your kinetic gate. This elemental familiar appears to be made of one of your kinetic elements, though it might have unusual or distinguishing aspects. Like other familiars, your elemental familiar can assist you in various tasks and on adventures.
You gain an elemental familiar with the trait of one of your kinetic elements. If you have more than one kinetic element, you can change the element you've selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its Perception, Acrobatics, and Stealth modifiers.
Rage of Elements, page 20.
Elemental Familiar
FEAT 4
Prerequisites Elementalist Dedication, Familiar
Your familiar becomes an elemental spirit capable of taking on aspects of the elements. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. If you want to give your familiar the elemental familiar abilities, you must select that familiar ability. Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time.
Rage of Elements, page 59.
Elemental Familiar
FEAT 4
Prerequisites Elementalist Dedication, Familiar
Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water.
Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars.
Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time.
Secrets of Magic, page 206.
Elemental Fist
FEAT 2
Prerequisites Ki Strike
You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike, in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait).
Core Rulebook, page 160.
Elemental Fist
FEAT 2
Prerequisites inner upheaval
You can color your qi in bright elemental energy. When you Cast inner upheaval, in addition to the damage types normally available, you can deliver the extra damage with elemental magic, adding the element’s trait and changing the damage type to the listed one: air electricity (sparking gust), earth bludgeoning (chunk of stone), fire fire (flickering flame), metal slashing (Flying metal shards), water cold (wave of frigid water), or wood bludgeoning (pummeling pine cones).
Player Core 2, page 120.
Elemental Lore
FEAT 1
You've devoted yourself to researching the secrets of the Inner Sphere. You gain the trained proficiency in your choice of Survival and either Arcana or Nature. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the Lore associated with your Elemental Plane of origin (such as Plane of Fire Lore).
LOAG, page 100.
Elemental Overlap
FEAT 8
Prerequisites exactly one kinetic element
Though you've dedicated yourself to one element, you learn to mix that element with another. Gain a composite impulse feat that includes your kinetic element. You can use that impulse even though you can't channel all its elements. The feat's level must be lower than the level at which you selected Elemental Overlap.
Special You can select this feat more than once, choosing a different impulse feat each time.
Rage of Elements, page 22.
Elemental Shape
FEAT 10
Prerequisites Wild Shape
You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to fire.
This feat leads to: Reactive Transformation.
Core Rulebook, page 137.
Elemental Shape
FEAT 10
Prerequisites Untamed Form
You understand the fundamental elements of Nature such that you can become them. Add the shapes listed in elemental form to your Untamed Form list.
Player Core 1, page 130.
Elemental Summons
FEAT 4
You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a summon elemental spell of the same level.
Advanced Player’s Guide, page 124.
Elemental Summons
FEAT 4
You can call the elements to you. You can spend 10 minutes in concert with Nature to replace a spell you've prepared in one of your druid spell slots with a summon elemental spell of the same rank.
Player Core 1, page 129.
Elemental Trade
FEAT 1
You have a strong connection with stone and metal. You gain the trained proficiency rank in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Specialty Crafting skill feat for both Stonemasonry and Blacksmithing.
LOAG, page 107.
FEAT 10
Prerequisites exactly one kinetic element
Frequency once per day
Requirements Your kinetic gate is deactivated.
You open your kinetic gate, but rather than activating your kinetic aura, you instead become overwhelmed with transformative elemental energy. You're affected by an elemental form spell with the same trait as your kinetic element. You can heighten it to any spell rank up to half your level rounded up.
Rage of Elements, page 23.
Elemental Wrath
FEAT 1
You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.
LOCG, page 26.
Elementalist Dedication
FEAT 2
Prerequisites elemental magic
Each day when you make your daily preparations, you can attune yourself to one element of your choice from your elemental philosophy. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. This attunement lasts until you next make your daily preparations.
This feat leads to: Dousing Spell, Elemental Familiar, Burning Spell, Current Spell, Expanded Elemental Magic, Metabolize Element, Reverberating Spell, Growth Spell, Rockslide Spell, Redirect Elements, Water Step, and Wind-Tossed Spell.
Rage of Elements, page 59.
Elementalist Dedication
FEAT 2
Prerequisites elemental magic
Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait. This attunement lasts until you next make your daily preparations.
Special You can't select another dedication feat until you've gained two other feats from the elementalist archetype.
This feat leads to: Burning Spell, Dousing Spell, Elemental Familiar, Metabolize Element, Redirect Elements, Rockslide Spell, and Wind-tossed Spell.
Secrets of Magic, page 206.
Elf Atavism
FEAT 1
Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors' heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can't select a heritage that depends on or improves an elven feature you don't have. For example, you couldn't gain the cavern elf's darkvision ability if you didn't have low-light vision. In these cases, at the GM's discretion, you might gain a different benefit.
Special You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat.
Core Rulebook, page 58.
FEAT 9
You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
Core Rulebook, page 41.
FEAT 9
You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
Eliminate Red Herrings
FEAT 1
You have a keen sense for avoiding spurious lines of inquiry.
When you roll a critical Failure on a skill check to Knowledge related to a question about one of your active investigations, you get a Failure instead.
Player Core 2, page 106.
Elite Dracomancer
FEAT 13
Prerequisites Dracomancer
Your magic rivals that of lesser dragons. Choose one 3rd-level spell and one 4th-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as on pages 104–126 of the Bestiary (such as paralyze and stinking cloud for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells.
Advanced Player’s Guide, page 15.
Elucidating Mercy
FEAT 10
Prerequisites Mercy
Your mercy grants clarity to those around you just when they need it most. When you use Mercy, you can instead attempt a counteract check to remove the confused or stupefied conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.
Advanced Player’s Guide, page 120.
Elude The Divine
FEAT 8
Prerequisites Bright Lion Dedication
You are able to escape inquisitions involving divine magic, allowing you to blend in well in Groubogix but also to avoid unwanted attention in other oppressive theocracies. You gain the Slippery Secrets skill feat, and its benefits also apply against divination effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing.
LOL, page 101.
FEAT 17
Trigger A creature misses you with a melee attack.
You slip through your foe's opening. Stride up to your Speed. This movement doesn't trigger movement-based reactions from the creature that missed you.
LOAG, page 20.
FEAT 17
Trigger A creature missed you with a melee attack.
Stride up to your Speed. This movement doesn't trigger reactions from the creature that missed you.
Elven Aloofness
FEAT 1
As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.
Advanced Player’s Guide, page 43.
Elven Instincts
FEAT 5
Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.
LOCG, page 27.
Elven Lore
FEAT 1
You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.
Core Rulebook, page 40.
Elven Lore
FEAT 1
You've studied traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Elf Lore.
Elven Verve
FEAT 1
While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.
LOCG, page 26.
Elven Weapon Elegance
FEAT 5
Prerequisites Elven Weapon Familiarity
You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon's critical specialization effect.
Core Rulebook, page 41.
Elven Weapon Expertise
FEAT 13
Prerequisites Elven Weapon Familiarity
Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained.
Core Rulebook, page 41.
Elven Weapon Familiarity
FEAT 1
You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.
In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.
This feat leads to: Elven Weapon Elegance and Elven Weapon Expertise.
Core Rulebook, page 40.
Elven Weapon Familiarity
FEAT 1
You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Elysium's Cadence
FEAT 6
Prerequisites You've partied extensively with an azata or entered a romantic relationship with an azata.
You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. You gain a +1 circumstance bonus to checks to Make an Impression, or a +2 circumstance bonus if the target is chaotic good. You gain the Set Free reaction.
Dark Archive, page 56.
Embed Aeon Stone
FEAT 2
Prerequisites Sigilarch Dedication, trained in Crafting
You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an aeon stone and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. Aeon stones in your flesh must be invested to function, as usual.
You can also use this activity to safely remove an embedded aeon stone in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 Medicine check, or hastily by simply ripping it from a corpse.
This feat leads to: Aeon Resonance.
Secrets of Magic, page 240.
Ember's Eyes
FEAT 1
Your eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
LOAG, page 103.
Emblazon Antimagic
FEAT 12
Prerequisites Emblazon Armament
Your deity's symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat.
These effects have the same restrictions as the base options.
Core Rulebook, page 125.