60 feats, from Eternal Wings to Expert Druid Spellcasting.
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
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.
Evade Doom
FEAT 9
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.
Evade Doom
FEAT 9
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.
Evanescent Wings
FEAT 1
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.
FEAT 7
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.
FEAT 7
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.Evasiveness
FEAT 12
Prerequisites Swashbuckler Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
Advanced Player’s Guide, page 153.
Evasiveness
FEAT 12
Prerequisites Rogue Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
Core Rulebook, page 229.
Evasiveness
FEAT 12
Prerequisites Rogue Dedication, expert in Reflex saves
Your proficiency rank for Reflex saves increases to master.
Player Core 1, page 221.
FEAT 4
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.
Ever Dreaming
FEAT 18
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.
Ever-vigilant Senses
FEAT 16
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.
FEAT 20
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.
FEAT 10
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.
Everyone's A Suspect
FEAT 20
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.
Everyone’s A Suspect
FEAT 20
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.
Evolved Spellhorn
FEAT 9
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.
FEAT 1
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.
FEAT 1
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.
FEAT 14
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.
Executioner Weapon Training
FEAT 4
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.
Exhort The Faithful
FEAT 2
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.
Exhort the Faithful
FEAT 2
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.
Exorcist Dedication
FEAT 4
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.
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.
FEAT 16
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.
FEAT 6
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.
Expand Spiral
FEAT 10
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.
Expanded Domain Initiate
FEAT 4
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.
Expanded Elemental Magic
FEAT 6
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.
Expanded Luck
FEAT 5
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.
Expanded Senses
FEAT 1
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.
Expanded Splash
FEAT 10
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.
Expanded Splash
FEAT 10
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.
Expansive Spellstrike
FEAT 2
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.
Expeditious Advance
FEAT 6
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.
Expeditious Search
FEAT 7
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.
Expeditious Search
FEAT 7
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.
Experienced Professional
FEAT 1
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.
Experienced Professional
FEAT 1
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.
Experienced Smuggler
FEAT 1
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.
Experienced Smuggler
FEAT 1
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.
Experienced Tracker
FEAT 1
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.
Experienced Tracker
FEAT 1
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.
Expert Alchemy
FEAT 6
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.
Expert Backstabber
FEAT 4
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.
Expert Backstabber
FEAT 4
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.
Expert Bard Spellcasting
FEAT 12
Prerequisites Basic Bard Spellcasting, master in Occultism
You gain the expert spellcasting benefits.
This feat leads to: Master Bard Spellcasting.
Core Rulebook, page 222.
Expert Bard Spellcasting
FEAT 12
Prerequisites Basic Bard Spellcasting, master in Occultism
You gain the expert spellcasting benefits (page 215).
Player Core 1, page 216.
Expert Beast Gunner Spellcasting
FEAT 12
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.
Expert Captivator Spellcasting
FEAT 10
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.
Expert Cathartic Spellcasting
FEAT 12
Prerequisites Basic Cathartic Spellcasting
You gain the expert spellcasting benefits.
This feat leads to: Master Cathartic Spellcasting.
Secrets of Magic, page 195.
Expert Cleric Spellcasting
FEAT 12
Prerequisites Basic Cleric Spellcasting, master in Religion
You gain the expert spellcasting benefits.
This feat leads to: Master Cleric Spellcasting.
Core Rulebook, page 224.
Expert Cleric Spellcasting
FEAT 12
Prerequisites Basic Cleric Spellcasting, master in Religion
You gain the expert spellcasting benefits (page 215).
Player Core 1, page 217.
Expert Combat Eidolon
FEAT 12
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.
Expert Disassembly
FEAT 7
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.
Expert Disassembly
FEAT 7
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.
Expert Drill Sergeant
FEAT 5
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.
Expert Drill Sergeant
FEAT 5
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.
Expert Druid Spellcasting
FEAT 12
Prerequisites Basic Druid Spellcasting, master in Nature
You gain the expert spellcasting benefits.
This feat leads to: Master Druid Spellcasting.
Core Rulebook, page 225.
Expert Druid Spellcasting
FEAT 12
Prerequisites Basic Druid Spellcasting, master in Nature
You gain the expert spellcasting benefits (page 215).
Player Core 1, page 218.