Feats: E (Part 5 of 6)

60 feats, from Eternal Wings to Expert Druid Spellcasting.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Part: 1 2 3 4 5 6

Eternal Wings · Evade Doom · Evade Doom · Evanescent Wings · Evangelize · Evangelize · Evasiveness · Evasiveness · Evasiveness · Even The Odds · Ever Dreaming · Ever-vigilant Senses · Everdistant Defense · Everyone Duck! · Everyone's A Suspect · Everyone’s A Suspect · Evolved Spellhorn · Exacting Strike · Exacting Strike · Execution · Executioner Weapon Training · Exhort The Faithful · Exhort the Faithful · Exorcist Dedication · Expand Aura · Expand Aura · Expand Spiral · Expanded Domain Initiate · Expanded Elemental Magic · Expanded Luck · Expanded Senses · Expanded Splash · Expanded Splash · Expansive Spellstrike · Expeditious Advance · Expeditious Search · Expeditious Search · Experienced Professional · Experienced Professional · Experienced Smuggler · Experienced Smuggler · Experienced Tracker · Experienced Tracker · Expert Alchemy · Expert Backstabber · Expert Backstabber · Expert Bard Spellcasting · Expert Bard Spellcasting · Expert Beast Gunner Spellcasting · Expert Captivator Spellcasting · Expert Cathartic Spellcasting · Expert Cleric Spellcasting · Expert Cleric Spellcasting · Expert Combat Eidolon · Expert Disassembly · Expert Disassembly · Expert Drill Sergeant · Expert Drill Sergeant · Expert Druid Spellcasting · Expert Druid Spellcasting

Eternal Wings

FEAT 17

sylph 

Prerequisites Wings of Air

Your wings are now a permanent part of your body. You gain the effects of Wings of Air at all times rather than just once per day for 10 minutes.

LOAG, page 116.

Open in the interactive list

Evade Doom

FEAT 9

catfolk 

You can elude supernatural disaster. When you would gain the doomed condition, you can attempt a DC 17 flat check. On a success, you don't gain the doomed condition.

This feat leads to: Ten Lives.

LOAG, page 20.

Open in the interactive list

Evade Doom

FEAT 9

catfolk 

You can elude supernatural disaster. When you would gain the doomed condition, you can attempt a DC 17 flat check. On a success, you don't gain the doomed condition.

Player Core 2.

Open in the interactive list

Evanescent Wings

FEAT 1

sprite 

You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single Interact action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the move trait.

This feat leads to: Energize Wings and Hero's Wings.

LOAG, page 131.

Open in the interactive list

Evangelize [>]

FEAT 7

auditory general linguistic mental skill 

Prerequisites master in Diplomacy, you follow a deity or philosophy

You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.

Critical Success The target is stupefied 2 for 1 round.Success The target is stupefied 1 for 1 round.Failure The target is unaffected.

LOGM, page 105.

Open in the interactive list

Evangelize [>]

FEAT 7

general skill 

Prerequisites master in Diplomacy, follower of a specific Religion or philosophy

You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single gate target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for single gate day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.

Critical Success The target is stupefied 2 for 1 round.Success The target is stupefied 1 for 1 round.Failure The target is unaffected.

Player Core 2.

Open in the interactive list

Evasiveness

FEAT 12

archetype 

Prerequisites Swashbuckler Dedication, expert in Reflex saves

Your proficiency rank for Reflex saves increases to master.

Advanced Player’s Guide, page 153.

Open in the interactive list

Evasiveness

FEAT 12

archetype 

Prerequisites Rogue Dedication, expert in Reflex saves

Your proficiency rank for Reflex saves increases to master.

Core Rulebook, page 229.

Open in the interactive list

Evasiveness

FEAT 12

archetype rogue 

Prerequisites Rogue Dedication, expert in Reflex saves

Your proficiency rank for Reflex saves increases to master.

Player Core 1, page 221.

Open in the interactive list

Even The Odds [F]

FEAT 4

swashbuckler 

Trigger Your turn begins.

Requirements You are being flanked.

Once per 10 minutes. You shine brightest in desperate moments. You flash a confident smile or pose, and you gain panache until the end of your turn.

Player Core 2, page 165.

Open in the interactive list

Ever Dreaming

FEAT 18

archetype 

Prerequisites Sleepwalker Dedication

You draw no distinction between the sleeping and waking worlds.

Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're unconscious due to sleep, you don't take the –4 penalty to AC, Perception, and Reflex saves, and don't have the flat-footed condition. You're still blinded while asleep. You can act on your turn while asleep, though you're slowed 2 until you fully awaken.

Dark Archive, page 207.

Open in the interactive list

Ever-vigilant Senses

FEAT 16

evolution summoner 

Your eidolon has enhanced senses. It gains a +2 circumstance bonus to Perception, and can't be flanked except by creatures that are higher level than it. It can see invisible creatures and objects; they appear translucent and are concealed. When your eidolon moves within 30 feet of an illusion that can be disbelieved, the GM rolls a secret check to disbelieve it, even if your eidolon didn't spend an action to Interact.

Secrets of Magic, page 73.

Open in the interactive list

Everdistant Defense [R]

FEAT 20

uncommon abjuration champion divine 

Trigger A creature within your aura is targeted by a ranged attack or a creature moves through your aura.

Requirements You have at least one aura from a champion feat or feature.

The spatial barrier of Faleivoum's Island has taught you that distance can foil enemies better than any armor. You warp space, causing each square within your aura that the attack or creature would move through to count as triple the distance.

If this reaction is used on a ranged attack, the attack takes range increment penalties based on the adjusted range and fails if this would cause it to exceed its maximum range.

Fists of the Ruby Phoenix #3: King of the Mountain, page 75.

Open in the interactive list

Everyone Duck! [R]

FEAT 10

archetype 

Prerequisites Vofalai Agent Dedication

Trigger You fail, but don't critically fail, an attempt to Disable a Device on a trap.

You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap's effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead.

LOCG, page 112.

Open in the interactive list

Everyone's A Suspect

FEAT 20

investigator 

You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically Pursue a Lead with that creature as the subject. You can have any number of such leads at any given time, and when you Pursue a Lead again, you don't give up any of these automatic subjects.

Advanced Player’s Guide, page 65.

Open in the interactive list

Everyone’s A Suspect

FEAT 20

investigator 

You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least single gate minute, you automatically Pursue a Lead with that creature as the subject. You can have any number of such leads at any given time, and when you Pursue a Lead again, you don’t give up any of these automatic subjects.

Player Core 2, page 113.

Open in the interactive list

Evolved Spellhorn

FEAT 9

kobold 

Prerequisites spellhorn kobold heritage

Your inborn arcane power grows. Choose one common 1st-rank arcane spell and one common 2nd-rank arcane spell. You can cast each of these single spell once per day as arcane innate single spell.

Player Core 2.

Open in the interactive list

Exacting Strike [>]

FEAT 1

fighter press 

You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.

Failure This attack does not count toward your multiple attack penalty.

Core Rulebook, page 144.

Open in the interactive list

Exacting Strike [>]

FEAT 1

fighter press 

You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strike gains the following Failure effect.

Failure This attack doesn’t count toward your multiple attack penalty.

Player Core 1, page 140.

Open in the interactive list

Execution [>>]

FEAT 14

archetype vigilante 

Prerequisites Harsh Judgment, Vigilante Dedication, member of the Gray Gardeners

Requirements You have condemned a foe with Harsh Judgment.

You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day.

Night of the Gray Death, page 65.

Open in the interactive list

Executioner Weapon Training

FEAT 4

archetype 

Prerequisites Vigilante Dedication, member of the Gray Gardeners

Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, greataxe, and scimitar.

Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons.

Night of the Gray Death, page 64.

Open in the interactive list

Exhort The Faithful

FEAT 2

general skill 

Prerequisites expert in Religion, follower of a specific religion

Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target's attitude toward you doesn't worsen.

Advanced Player’s Guide, page 205.

Open in the interactive list

Exhort the Faithful

FEAT 2

general skill 

Prerequisites expert in Religion, follower of a specific Religion

Your Knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a Request, the target's attitude toward you doesn't worsen.

Player Core 2.

Open in the interactive list

Exorcist Dedication

FEAT 4

archetype dedication 

Prerequisites trained in Occultism or Religion

You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius.

As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to Grobreil's Vreitaistian.

You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a helpful effect as they depart for the afterlife.

Any actions you gain from the exorcist archetype gain either the divine or occult trait, depending on whether you used Occultism or Religion to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications.

Spirit's Mercy [R] (necromancy) Cost 1 spirit wisp or remnant; Trigger You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead; Effect You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect.

If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant.

Special You can't select another dedication feat until you have gained two other feats from the exorcist archetype.

This feat leads to: Cast Out, Spirit's Absolution, Spirit's Anguish, and Enticing Dwelling.

Book of the Dead, page 22.

Open in the interactive list

Expand Aura [>]

FEAT 16

champion concentrate 

Prerequisites You have at least one aura from a champion feat or feature.

You focus your divine power to extend your influence. Select one aura you have from a champion feat or feature, such as Aura of Courage or Aura of Life. The radius of the aura is doubled until the start of your next turn.

Advanced Player’s Guide, page 121.

Open in the interactive list

Expand Aura [>]

FEAT 6

champion concentrate 

Prerequisites divine smite’s aura

You focus your divine power to extend your influence and protection. Expand the radius of your divine smite’s aura to 30 feet until the start of your next turn. At 10th level, the expansion lasts for single gate minute, and at 16th level, it lasts until you Dismiss it.

Player Core 2, page 95.

Open in the interactive list

Expand Spiral

FEAT 10

archetype 

Prerequisites Spiral Sworn

Your prayers encompass your companions, granting you the ability to share Grobreil's blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action.

Book of the Dead, page 27.

Open in the interactive list

Expanded Domain Initiate

FEAT 4

cleric 

Prerequisites Domain Initiate

You have long venerated one of your deity's lesser-known aspects. Select one domain from your deity's alternate domains. You gain access to that domain and an initial domain spell for that domain.

LOGM, page 8.

Open in the interactive list

Expanded Elemental Magic

FEAT 6

archetype 

Prerequisites Elementalist Dedication

You reach new understandings of the elements, taking an expansive view. Add to your elemental philosophy any of the following elements it doesn't already include: air, earth, fire, metal, water, and wood.

Rage of Elements, page 60.

Open in the interactive list

Expanded Luck

FEAT 5

catfolk 

Prerequisites Cat's Luck

You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day.

Advanced Player’s Guide, page 10.

Open in the interactive list

Expanded Senses

FEAT 1

evolution summoner 

Your eidolon evolves more acute senses. Your eidolon gains low-light vision and darkvision, as well as scent as an imprecise sense with a range of 30 feet.

Secrets of Magic, page 67.

Open in the interactive list

Expanded Splash

FEAT 10

alchemist 

Prerequisites Calculated Splash

The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb and that bomb has the splash trait, you can add your Intelligence modifier to the bomb's usual splash damage, and it deals splash damage to every creature within 10 feet of the target.

This feat leads to: Mega Bomb and Controlled Blast.

Core Rulebook, page 79.

Open in the interactive list

Expanded Splash

FEAT 10

alchemist 

You can throw bombs at just the right trajectory to create especially large and powerful explosions. When you throw an alchemical bomb and that bomb has the splash trait, you can have the splash damage affect all creatures within 10 feet of the target instead of 5 feet. If you do, you gain a status bonus to the bomb’s splash damage equal to your Intelligence modifier. If you have the bomber 5th-level field discovery, this additional damage applies even if you caused your bomb to deal splash damage equal to your Intelligence modifier instead of the normal amount, allowing your bombs to deal splash damage equal to double your Intelligence modifier.

Player Core 2, page 67.

Open in the interactive list

Expansive Spellstrike

FEAT 2

magus 

Prerequisites Spellstrike

You've adapted a wider array of spells to work with your attacks. Rather than needing to use a spell that has a spell attack roll for a Spellstrike, you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of Spellstrike). When you Cast a Spell that doesn't have a spell attack roll as part of a Spellstrike, it works in the following ways.

Secrets of Magic, page 43.

Open in the interactive list

Expeditious Advance

FEAT 6

archetype 

Prerequisites Lion Blade Dedication

Requirements You are unarmored or wearing light armor.

You advance and retreat quickly. You gain a +10-foot status bonus to your speed.

LOWG, page 131.

Open in the interactive list

Expeditious Search

FEAT 7

general 

Prerequisites master in Perception

You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you've Searched an area before walking into it (up to half your Speed). If you're legendary in Perception, you instead Search areas four times as quickly.

Core Rulebook, page 260.

Open in the interactive list

Expeditious Search

FEAT 7

general 

Prerequisites master in Perception

You have a system that lets you Searching at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Searching a given area. This means that while exploring, you double the Speed you can move while ensuring you've Searched an area before walking into it (up to half your Speed). If you're legendary in Perception, you instead Searching areas four times as quickly.

Player Core 1.

Open in the interactive list

Experienced Professional

FEAT 1

general skill 

Prerequisites trained in Lore

You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you're an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

Core Rulebook, page 261.

Open in the interactive list

Experienced Professional

FEAT 1

general skill 

Prerequisites trained in Lore

You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical Failure, you instead get a Failure. If you're an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical Failure.

Player Core 1.

Open in the interactive list

Experienced Smuggler

FEAT 1

general skill 

Prerequisites trained in Stealth

You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you're more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

Core Rulebook, page 261.

Open in the interactive list

Experienced Smuggler

FEAT 1

general skill 

Prerequisites trained in Stealth

You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you've concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively Searching you for hidden uncommon weapons.

Player Core 1.

Open in the interactive list

Experienced Tracker

FEAT 1

general skill 

Prerequisites trained in Survival

Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you're a master in Survival, you don't take the –5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

This feat leads to: Swift Tracker.

Core Rulebook, page 261.

Open in the interactive list

Experienced Tracker

FEAT 1

general skill 

Prerequisites trained in Survival

Tracking is second Nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you're a master in Survival, you don't take the –5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when Tracking, though you still need to roll whenever there are significant changes in the trail.

Player Core 1.

Open in the interactive list

Expert Alchemy

FEAT 6

archetype 

Prerequisites Alchemist Dedication, expert in Crafting

Your advanced alchemy level increases to 3. At 10th level, it increases to 5.

This feat leads to: Master Alchemy.

Core Rulebook, page 220.

Open in the interactive list

Expert Backstabber

FEAT 4

archetype 

Prerequisites Assassin Dedication

When you Strike a flat-footed foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.

Advanced Player’s Guide, page 158.

Open in the interactive list

Expert Backstabber

FEAT 4

archetype 

Prerequisites Assassin Dedication

You excel at quickly dispatching your foes.

When you Strike an off-guard foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.

Player Core 2, page 186.

Open in the interactive list

Expert Bard Spellcasting

FEAT 12

archetype 

Prerequisites Basic Bard Spellcasting, master in Occultism

You gain the expert spellcasting benefits.

This feat leads to: Master Bard Spellcasting.

Core Rulebook, page 222.

Open in the interactive list

Expert Bard Spellcasting

FEAT 12

archetype bard 

Prerequisites Basic Bard Spellcasting, master in Occultism

You gain the expert spellcasting benefits (page 215).

Player Core 1, page 216.

Open in the interactive list

Expert Beast Gunner Spellcasting

FEAT 12

archetype 

Prerequisites Basic Beast Gunner Spellcasting

You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits (Core Rulebook 219).

This feat leads to: Master Beast Gunner Spellcasting.

Guns & Gears, page 131.

Open in the interactive list

Expert Captivator Spellcasting

FEAT 10

archetype 

Prerequisites Basic Captivator Spellcasting

You learn more powerful spells to enchant and deceive.

You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell.

Each of these spells must come from either the enchantment or illusion school. You Cast these Spells as occult innate spells.

You become an expert with spell attack rolls and spell DCs for occult spells.

This feat leads to: Master Captivator Spellcasting.

LOTGB, page 121.

Open in the interactive list

Expert Cathartic Spellcasting

FEAT 12

archetype 

Prerequisites Basic Cathartic Spellcasting

You gain the expert spellcasting benefits.

This feat leads to: Master Cathartic Spellcasting.

Secrets of Magic, page 195.

Open in the interactive list

Expert Cleric Spellcasting

FEAT 12

archetype 

Prerequisites Basic Cleric Spellcasting, master in Religion

You gain the expert spellcasting benefits.

This feat leads to: Master Cleric Spellcasting.

Core Rulebook, page 224.

Open in the interactive list

Expert Cleric Spellcasting

FEAT 12

archetype cleric 

Prerequisites Basic Cleric Spellcasting, master in Religion

You gain the expert spellcasting benefits (page 215).

Player Core 1, page 217.

Open in the interactive list

Expert Combat Eidolon

FEAT 12

archetype 

Prerequisites Summoner Dedication

Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization.

Secrets of Magic, page 77.

Open in the interactive list

Expert Disassembly

FEAT 7

archetype skill 

Prerequisites master in Crafting, Scrounger Dedication

You can apply the same techniques you use to reverse engineer objects to disable them. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.

Advanced Player’s Guide, page 190.

Open in the interactive list

Expert Disassembly

FEAT 7

archetype skill 

Prerequisites Scrounger Dedication, master in Crafting

You can apply the same techniques you use to reverse engineer objects to disable dangerous traps and break apart locks. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.

Player Core 2, page 214.

Open in the interactive list

Expert Drill Sergeant

FEAT 5

hobgoblin 

You know how to get the most out of your allies. While exploring, when you are leading and allies are Following the Expert, you grant a +3 circumstance bonus instead of +2 if you're an expert in the applicable skill, and a +4 circumstance bonus if you're a master.

LOCG, page 51.

Open in the interactive list

Expert Drill Sergeant

FEAT 5

hobgoblin 

While exploring, when you are leading and allies are Following the Expert, instead of granting a +2 circumstance bonus in the applicable skill, you grant a +3 circumstance bonus if you're an expert and a +4 circumstance bonus if you're a master.

Player Core 2.

Open in the interactive list

Expert Druid Spellcasting

FEAT 12

archetype 

Prerequisites Basic Druid Spellcasting, master in Nature

You gain the expert spellcasting benefits.

This feat leads to: Master Druid Spellcasting.

Core Rulebook, page 225.

Open in the interactive list

Expert Druid Spellcasting

FEAT 12

archetype druid 

Prerequisites Basic Druid Spellcasting, master in Nature

You gain the expert spellcasting benefits (page 215).

Player Core 1, page 218.

Open in the interactive list

Part: 1 2 3 4 5 6

ABCDEFGHIJKLMNOPQRSTUVWXYZ