57 feats, from Expert Eldritch Archer Spellcasting to Eyes of the City.
Expert Eldritch Archer Spellcasting · Expert Eldritch Archer Spellcasting · Expert Fireworks Crafter · Expert Herbalism · Expert Kinetic Control · Expert Longevity · Expert Longevity · Expert Magus Spellcasting · Expert Oracle Spellcasting · Expert Oracle Spellcasting · Expert Poisoner · Expert Psychic Spellcasting · Expert Scroll Cache · Expert Scroll Cache · Expert Skysage Divination · Expert Snowcasting · Expert Sorcerer Spellcasting · Expert Spellcasting · Expert Summoner Spellcasting · Expert Witch Spellcasting · Expert Witch Spellcasting · Expert Wizard Spellcasting · Expert Wizard Spellcasting · Exploit Blunder · Exploit Opening · Exploitive Bomb · Exploitive Bomb · Explosion · Explosion Of Power · Explosive Arrival · Explosive Death Drop · Explosive Entry · Explosive Expert · Explosive Leap · Explosive Maneuver · Explosive Savant · Express Driver · Express Rider · Express Rider · Extend Armament Alignment · Extend Boost · Extend Boost · Extend Elixir · Extend Elixir · Extended Kinesis · Extinguish Light · Extra Squishy · Extradimensional Stash · Extravagant Parry · Exude Abyssal Corruption · Eye For Numbers · Eye for Numbers · Eye For Treasure · Eye Of Mashind · Eye Of The Trukhorel · Eyes Of Night · Eyes of the City
Expert Eldritch Archer Spellcasting
FEAT 12
Prerequisites Basic Eldritch Archer Spellcasting
You gain the expert spellcasting benefits.
This feat leads to: Master Eldritch Archer Spellcasting.
Advanced Player’s Guide, page 173.
Expert Eldritch Archer Spellcasting
FEAT 12
Prerequisites Basic Eldritch Archer Spellcasting
You learn additional eldritch archer magic. You gain the expert spellcasting benefits (page 173).
Player Core 2, page 199.
Expert Fireworks Crafter
FEAT 6
Prerequisites Firework Technician Dedication, expert in Crafting
You're particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could. Your advanced alchemy level for fireworks increases to your level – 3.
Guns & Gears, page 135.
Expert Herbalism
FEAT 6
Prerequisites Herbalist Dedication, expert in Nature
Your advanced alchemy level for herbalism increases to your level – 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level.
Advanced Player’s Guide, page 176.
Expert Kinetic Control
FEAT 12
Prerequisites Kineticist Dedication
You become an expert in kineticist class DC and impulse attack rolls.
Rage of Elements, page 57.
Expert Longevity
FEAT 9
Prerequisites Ancestral Longevity
You've continued to refine the knowledge and skills you've gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.
This feat leads to: Universal Longevity.
Core Rulebook, page 41.
Expert Longevity
FEAT 9
Prerequisites Ancestral Longevity
You've continued to refine the Knowledge and skills you've gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.
Expert Magus Spellcasting
FEAT 12
Prerequisites Basic Magus Spellcasting, master in Arcana
You gain the expert bounded spellcasting benefits.
This feat leads to: Master Magus Spellcasting.
Secrets of Magic, page 75.
Expert Oracle Spellcasting
FEAT 12
Prerequisites Basic Oracle Spellcasting, master in Religion
You gain the expert spellcasting benefits.
This feat leads to: Master Oracle Spellcasting.
Advanced Player’s Guide, page 152.
Expert Oracle Spellcasting
FEAT 12
Prerequisites Basic Oracle Spellcasting, master in Religion
You gain the expert spellcasting benefits (page 173).
Player Core 2, page 180.
Expert Poisoner
FEAT 6
Prerequisites Poisoner Dedication, expert in Crafting
Your advanced alchemy level for poison increases to your level – 3.
Advanced Player’s Guide, page 186.
Expert Psychic Spellcasting
FEAT 12
Prerequisites Basic Psychic Spellcasting, master in Occultism
You gain the expert spellcasting benefits.
This feat leads to: Master Psychic Spellcasting.
Dark Archive, page 48.
Expert Scroll Cache
FEAT 12
Prerequisites Basic Scroll Cache
Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell.
This feat leads to: Master Scroll Cache.
Advanced Player’s Guide, page 189.
Expert Scroll Cache
FEAT 12
Prerequisites Basic Scroll Cache
Your scroll collection has vastly grown, both in size and potency. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-rank spell. At 14th level, add a scroll with a 4th-rank spell. At 16th level, add a scroll with a 5th-rank spell.
Player Core 2, page 213.
Expert Skysage Divination
FEAT 10
Prerequisites Basic Skysage Divination
Your studies of the stars have taught you about the mysteries of the cosmos. You learn a 4th-level spell from any spell list. 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 the divination school. You become an expert with spell attack rolls and spell DCs for occult spells.
This feat leads to: Master Skysage Divination.
Gatewalkers #1: The Seventh Arch, page 82.
Expert Snowcasting
FEAT 12
You draw ever more magical cold into your being, learning how to manipulate it to your whims. You gain the expert spellcasting benefits.
Treasure Vault, page 185.
Expert Sorcerer Spellcasting
FEAT 12
Prerequisites Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline
You gain the expert spellcasting benefits.
This feat leads to: Master Sorcerer Spellcasting.
Core Rulebook, page 230.
Expert Spellcasting
FEAT 12
Prerequisites Basic Spellcasting
You gain the expert spellcasting archetype benefits.
This feat leads to: Master Spellcasting.
Secrets of Magic, page 219.
Expert Summoner Spellcasting
FEAT 12
Prerequisites Basic Summoner Spellcasting, master in the skill associated with your eidolon's tradition
You gain the expert bounded spellcasting benefits.
This feat leads to: Master Summoner Spellcasting.
Secrets of Magic, page 77.
Expert Witch Spellcasting
FEAT 12
Prerequisites Basic Witch Spellcasting, master in the skill associated with your patron's tradition
You gain the expert spellcasting benefits.
This feat leads to: Master Witch Spellcasting.
Advanced Player’s Guide, page 154.
Expert Witch Spellcasting
FEAT 12
Prerequisites Basic Witch Spellcasting, master in the skill associated with your patron’s tradition
You gain the expert spellcasting benefits (page 215).
Player Core 1, page 222.
Expert Wizard Spellcasting
FEAT 12
Prerequisites Basic Wizard Spellcasting, master in Arcana
You gain the expert spellcasting benefits.
This feat leads to: Master Wizard Spellcasting.
Core Rulebook, page 231.
Expert Wizard Spellcasting
FEAT 12
Prerequisites Basic Wizard Spellcasting, master in Arcana
You gain the expert spellcasting benefits (page 215).
Player Core 1, page 223.
FEAT 2
Trigger A creature you Devised a Stratagem against on your most recent turn fails or critically fails a Strike against you.
By watching your foes closely, you can make the most out of their mistakes. You Step.
Player Core 2, page 107.
FEAT 6
Prerequisites Sniping Duo Dedication
Trigger Your spotter critically succeeds at a Strike against a creature, and that creature is within your ranged weapon's first range increment.
You take advantage of your spotter's devastating attack to unleash your own follow-up attack. Make a ranged Strike with a –2 penalty against the target of the triggering attack.
This Strike doesn't count toward your multiple attack penalty and your multiple attack penalty doesn't apply to the Strike.
Guns & Gears, page 138.
FEAT 16
Frequency once per round
Trigger You craft an alchemical bomb using Quick Alchemy that's at least 2 levels lower than your advanced alchemy level.
You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.
Core Rulebook, page 80.
Exploitive Bomb
FEAT 16
You can mix a refractile substance into an alchemical bomb to foil resistances. Choose one damage type the bomb can deal.
Any damage dealt by the bomb—including Initial, splash, and persistent damage—ignores an amount of that resistance equal to your level.
Player Core 2, page 69.
Explosion
FEAT 6
Prerequisites Inventor Dedication
Your innovation can explode on command. You gain the Explode action (page 19).
Guns & Gears, page 49.
Explosion Of Power
FEAT 8
Your magic explodes. You know the following blood magic effect.
Blood Magic—Explosion of Power Raw power explodes outward from you. Each creature within a 5-foot emanation takes 1d6 damage per rank of the spell you just Cast (basic Reflex save). The type of damage depends on the tradition of your bloodline. If you Cast arcane single spell, you deal force damage.
If you Cast divine single spell, you deal Spirit instinct damage. If you cast occult single spell, you deal mental damage. If you cast primal single spell, you deal fire damage.
Player Core 2, page 154.
FEAT 6
Your summoned creature appears in a detonation of arcane runes. If your next action is to Cast a Spell with the summon trait, all creatures in a 10-foot emanation around the creature you summoned take 1d4 fire damage per spell rank. If the creature summoned has the acid, cold, electricity, sonic, or Spirit instinct trait, you can deal damage of that type instead.
Player Core 1, page 203.
FEAT 14
Prerequisites Blazing Talon Surge
Requirements You are in Rain of Embers Stance and have a target grabbed or restrained.
You lift your enemy into the air before bringing them crashing down with a fiery detonation. Roll an Athletics check against your target's Fortitude DC. You take a –1 circumstance penalty to your check if the target is one size larger than you and a –3 circumstance penalty if it's larger than that. You gain a +1 circumstance bonus to your check if the target is one size smaller than you and a +3 circumstance bonus if it's smaller than that.
Critical Success The target takes 12d6 fire damage and falls prone in an unoccupied adjacent square of your choice. The target is no longer grabbed. The target and any creature adjacent to it also each take 1d6 persistent fire damage.Success As critical success, but the target takes 6d6 fire damage instead of 12d6, and creatures don't take persistent fire damage.Failure The target is no longer grabbed.Critical Failure As failure, but you fall prone.LOPSG, page 119.
FEAT 7
Prerequisites Demolitionist Dedication, master in Engineering Lore
You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an Engineering Lore check to Force Open the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your Engineering Lore check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead.
Guns & Gears, page 133.
Explosive Expert
FEAT 13
Access You are from Zouzeikod or Tobraid.
Prerequisites Explosive Savant
You have continued training in volatile weapons and gained a deeper understanding. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for simple and martial bombs and firearms.
Guns & Gears, page 201.
FEAT 1
You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don't use any further actions that turn.
Special If your innovation is a minion, it can take this action rather than you.
Guns & Gears, page 24.
FEAT 14
Prerequisites weapon innovation
Requirements Your last action was a successful Strike against a foe using your weapon innovation.
Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver. When you use Explosive Maneuver, choose Grapple, Shove, or Trip. Your weapon innovation must have a weapon trait that matches the action you chose (for instance, to choose Grapple, your weapon must have the grapple trait). You take the chosen action against the same foe as your previous successful Strike, using the same multiple attack penalty as your previous successful Strike. You still increase your multiple attack penalty after the Grapple, Shove, or Trip, as normal.
Guns & Gears, page 30.
Explosive Savant
FEAT 1
Access You are from Zouzeikod or Tobraid.
A lifetime wielding firearms and explosive ordinance amid the chaos of battle has granted you great skill with volatile weapons. You become trained in simple and martial bombs and firearms.
This feat leads to: Explosive Expert.
Guns & Gears, page 200.
Express Driver
FEAT 2
Prerequisites Trick Driver Dedication
You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns.
When calculating your travel speed for the day while piloting a vehicle, you can attempt a Driving Lore check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters.
Guns & Gears, page 55.
Express Rider
FEAT 1
Prerequisites trained in Nature
You know how to encourage your mount to cover ground quickly. When calculating your travel speed (Core Rulebook 479) for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount's travel speed. The DC is determined by the GM, but is typically based on the mount's level or the difficulty of the environment, whichever is harder. On a success, increase your mount's travel speed by half. This has no effect on your mount's movement in encounters.
Advanced Player’s Guide, page 206.
Express Rider
FEAT 1
Prerequisites trained in Nature
You can encourage your Mount to cover ground quickly. When calculating your travel Speed (Player Core 438) for the day while mounted, you can attempt a Nature check to Command an Animal to increase your Mount's travel Speed. The DC is determined by the GM, but is typically based on the Mount's level or the difficulty of the environment, whichever is harder. On a success, increase your Mount's travel Speed by half. This has no effect on your Mount's movement in encounters. This benefit extends to up to six other allies traveling with you, as long as all such allies are also mounted, or are quadrupeds with a Speed of at least 30 feet.
Extend Armament Alignment
FEAT 14
Prerequisites Align Armament
The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute.
Core Rulebook, page 125.
FEAT 14
You grasp and extend the duration of one of your single spell. If your next action is to Cast a Spell that boosts a target's capabilities and has a duration of single gate minute, you can extend that spell's duration to 10 minutes. The spell must have no more than two targets.
Player Core 1, page 134.
Extend Boost
FEAT 1
You can increase the duration of your eidolon's boosts. You learn the extend boost link spell. Increase the number of Focus Points in your focus pool by 1.
Secrets of Magic, page 67.
Extend Elixir
FEAT 12
Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir's duration is doubled.
This feat leads to: Eternal Elixir and Persistent Mutagen.
Core Rulebook, page 79.
Extend Elixir
FEAT 12
Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of single gate minute or longer, that elixir’s duration is doubled. If you created the item with Quick Alchemy, this can’t cause it to exceed the 10-minute duration limit.
Player Core 2, page 67.
Extended Kinesis
FEAT 1
Prerequisites Base Kinesis
You've refined the control you can exert over your elements. Add the following options to Base Kinesis.
Proliferate You cause an existing element to expand. This works like the generate option, except that you can either create an equal quantity of the element in the same square as its source or in an adjacent square, or cause the element to expand to fill its square (making a flame bigger or turning a twig into a small tree, for example). After you proliferate an element, it reacts to the environment naturally—water you proliferated into thin air would splash back down, for example. This affects only natural forms of the element, not durable, crafted goods.
Regulate (air, fire, metal, or water only) You change the temperature of an existing element, making it colder or warmer. This can snuff out a flame or turn water to ice or steam. After this change, the element cools or warms naturally unless you Sustain the impulse. An item that gets cold or hot enough (as determined by the GM) can be used as an improvised weapon that deals 1 cold damage or 1 fire damage in addition to the damage the GM determines for the improvised weapon.
Sculpt (earth, metal, or wood only) Reshape an existing element into a small object of a design you choose. It looks crude and artificial on close examination. The sculpted element can be shaped into a functional short tool (or a long tool if your Base Kinesis can affect 1 Bulk or greater). It's too fragile and artificial to be used as a weapon or have any monetary value.
Rage of Elements, page 20.
FEAT 5
Frequency once every 10 minutes
You wrap shadow around a single unattended light source within 120 feet that's no larger than a torch. Any non-magical light source you target is automatically extinguished. For magical light sources, attempt a counteract check using your Fortitude or Thievery modifier against the target's DC. Your counteract level is equal to half your level rounded up. Successfully counteracting the light source suppresses its ability to produce light for 1 minute, but not any other effects. If you're in dim light or darkness when you Extinguish Light, its range is 240 feet.
LOAG, page 87.
Extra Squishy
FEAT 1
Prerequisites unbreakable goblin heritage
Your rubbery physique makes it easier for you to wedge yourself into tight spaces and more difficult for your enemies to dislodge you. You become trained in Acrobatics. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. If you roll a success to Squeeze, you get a critical success instead. While you're Squeezing, you gain a +4 circumstance bonus to your Fortitude or Reflex DCs against attempts to Shove you or otherwise move you from your space.
Advanced Player’s Guide, page 45.
Extradimensional Stash
FEAT 20
Prerequisites legendary in Thievery
When you perform sleight of hand, you fold space so that objects really do disappear. You create a small extradimensional space somewhere within in your clothing that can hold up to 5 Bulk worth of objects. The space functions as a bag of holding, but can hold only up to 5 Bulk, has no Bulk of its own, and can be Interacted with using only one hand.
In addition, when you Palm an Object, you can place it directly into this extradimensional space as long as the space has sufficient free space to hold the object.
Fists of the Ruby Phoenix #3: King of the Mountain, page 75.
FEAT 1
Requirements You’re wielding one or more one-handed weapons.
You use one-handed weapons to parry with style. You gain a +single gate +2 circumstance bonus if you have a free hand or are wielding a Weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. If a creature misses you with a Strike while you have this bonus, you gain panache until the end of your next turn.
Player Core 2, page 163.
FEAT 8
Prerequisites Living Vessel Dedication, your entity is a demon
Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee Strikes deal an additional 1d6 poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes 1d6 poison damage.
At 14th level, the poison damage increases to 2d6, and at 20th level, the poison damage increases to 3d6.
Dark Archive, page 141.
FEAT 1
Prerequisites trained in Society
You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.
In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.
Advanced Player’s Guide, page 206.
FEAT 1
Prerequisites trained in Society
You've learned to quickly estimate the number of uncommon weapons in a group with relative accuracy at only a glance. You immediately learn the number of visually similar uncommon weapons in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on uncommon weapons that can typically be counted, so you can't use it on grains of sand or stars in the Sky, for example.
If you count a specific number of uncommon weapons possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within single gate minute. If you do, you gain a +single gate circumstance bonus to your check and can use Society instead of Deception for the check.
You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.
Eye For Treasure
FEAT 1
You know good artisanship when you see it and can wax poetic about crafting techniques and forms.
You become trained in Crafting and gain a +1 circumstance bonus on all Crafting checks made to Recall Knowledge.
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. In addition, you gain the Crafter's Appraisal skill feat, enabling you to identify magic items using the Crafting skill.
Advanced Player’s Guide, page 42.
Eye Of Mashind
FEAT 4
Prerequisites Sitreiku Sentry Dedication, expert in Perception
You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using Perception, and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1.
LOWG, page 47.
FEAT 2
Access You are a member of the Trukhorel of Falutruneth.
Prerequisites expert in Arcana, Arcane Sense
Frequency once per day
You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the concentrate trait. It can remain open for 2 minutes if you're a master in Arcana, or 5 minutes if you're legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain darkvision; you gain a +2 status bonus to Perception checks to Seek undetected and hidden creatures and to your Perception DC against Hide and Sneak. After your third eye closes, you are dazzled for an amount of time equal to how long you had it open.
LOWG, page 81.
Eyes Of Night
FEAT 1
Prerequisites low-light vision
You can see in the darkness as easily as a true vampire. You gain darkvision.
Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Advanced Player’s Guide, page 33.
Eyes of the City
FEAT 2
Prerequisites trained in Diplomacy or Society
You can Track down targets with the help of locals. You can use Diplomacy or Society, whichever you're trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM's discretion, there might not be enough people to speak with to keep following the trail.