60 feats, from Fabricated Connections to Fatal Bullet.
Fabricated Connections · Fabricated Connections · Fade Away · Fading · Faekhoubraim · Faithful Steed · Fake It Till You Make It · Fake Out · Faligi Duelist Dedication · Faligi Parry · Faligi Riposte · Falograe Education · Falograk · Faloleis Heavenseeker Dedication · Faloleis Heavenseeker Dedication · Faloleis Rakshasa Magic · False Faith · Faluratik · Falutairnn Attendant Dedication · Familiar · Familiar · Familiar · Familiar · Familiar · Familiar · Familiar Conduit · Familiar Conduit · Familiar Foe · Familiar Form · Familiar Mascot · Familiar Mascot · Familiar Master Dedication · Familiar Master Dedication · Familiar Oddities · Familiar's Eyes · Familiar's Language · Familiar’s Language · Fancy Moves · Fancy Moves · Fang Sharpener · Fangs · Fantastic Leap · Fantastic Leap · Far Lobber · Far Lobber · Far Shot · Far Shot · Far Throw · Far Throw · Fascinating Performance · Fascinating Performance · Fast Channel · Fast Channel · Fast Movement · Fast Recovery · Fast Recovery · Fast Recovery · Fatal Aria · Fatal Aria · Fatal Bullet
Fabricated Connections
FEAT 7
Prerequisites Dandy Dedication; master in Deception
You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.
Advanced Player’s Guide, page 167.
Fabricated Connections
FEAT 7
Prerequisites Dandy Dedication, master in Deception
You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.
Player Core 2, page 195.
Fade Away
FEAT 9
Prerequisites Easily Dismissed
Your ability to blend into the background allows you to fade away entirely or appear innocuous even to magical effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day.
LOCG, page 45.
FEAT 10
Prerequisites Crimson Shroud
Frequency once per Crimson Shroud
Trigger You are targeted with a Strike by someone you can detect while your Crimson
You fade partially from reality. The attacker must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the image of your body that remains behind. An instant later you return to reality, and your Crimson Shroud ends.
LOL, page 58.
Faekhoubraim
FEAT 13
Subterranean life taught you to swim through the ground like water. You gain a burrow Speed of 10 feet through loose soil or dirt.
LOME, page 126.
Faithful Steed
FEAT 1
You gain the service of a young animal companion as a Mount.
See Animal Companions (Player Core 206). If you have the holy or unholy trait, your Mount gains it as well, as do the mount’s Strikes. Typically, the steed is an Animal Companion with the Animal Companion option, or allow the creature to have a different appearance that thematically fits your deity.
Player Core 2, page 94.
Fake It Till You Make It
FEAT 4
Prerequisites Alter Ego Dedication
When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume.
Dark Archive, page 127.
FEAT 2
Trigger An ally is about to use an action that requires an attack roll, targeting a creature within your weapon's first range increment.
Requirements You're wielding a loaded firearm or crossbow.
With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat. Make an attack roll to Aid the triggering attack. If you dealt damage to that enemy with the same weapon since the start of your last turn, you gain a +1 circumstance bonus to this roll.
Guns & Gears, page 112.
Faligi Duelist Dedication
FEAT 2
Access You are from the Broken Lands region.
Prerequisites trained in Faligi dueling swords
Your Faligi duelist training teaches you martial techniques and increases your dedication to the Faligi dueling sword. You become trained in your choice of Acrobatics or Athletics and in Dueling Lore; if you were already trained, you become an expert instead.
Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with Faligi dueling swords. You gain access to Faligi dueling swords.
Special You cannot select another dedication feat until you have gained two other feats from the Faligi duelist archetype.
This feat leads to: Faligi Parry, Faligi Riposte, Duelist's Edge, Saving Slash, and Unnerving Prowess.
LOWG, page 35.
FEAT 4
Prerequisites Faligi Duelist Dedication
Requirements You are wielding only an Faligi dueling sword and have your other hand or hands free.
You can parry attacks against you with your Faligi dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement.
This feat leads to: Faligi Riposte.
LOWG, page 35.
Faligi Riposte ]
FEAT 6
Prerequisites Faligi Parry
Trigger An opponent within your reach critically fails a Strike against you.
Requirements You are benefiting from Faligi Parry.
You riposte with your Faligi dueling sword when your enemy leaves an opening. Make a melee Strike or use a Disarm action against the triggering opponent using your Faligi dueling sword.
LOWG, page 35.
Falograe Education
FEAT 1
Access You are from Zouzeikod or Tobraid.
You're knowledgeable in trades that are important to your people's survival and commercial interests. Pick two of the following Lore skills: Engineering Lore, Explosive Lore, or Firearm Lore. At 2nd level, you gain expert proficiency in these Lore skills; at 7th level, you gain master proficiency in these Lore skills; and at 15th level, you gain legendary proficiency in them.
Guns & Gears, page 200.
Falograk
FEAT 1
Prerequisites Vredaeth ethnicity
Gloom holds few terrors for you, and the pall of darkness over Moroufalaik has made you comfortable in dim light. You gain low-light vision.
This feat leads to: Sabrid.
LOCG, page 12.
Faloleis Heavenseeker Dedication
FEAT 4
Access trained by a current or former member of a House of Perfection
Prerequisites expert in unarmed attacks
Your skill and dedication have set you on a path to master the techniques of Brafalaisias's greatest martial artists: victors of the Challenge of Sky and Heaven. You become trained in either Acrobatics or Occultism. You gain either the Ki Rush or Ki Strike monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. If you already have both these feats, you can instead choose a single 1st-level monk feat.
Special You can't select another dedication feat until you have gained two other feats from the Faloleis heavenseeker archetype.
This feat leads to: Heaven's Thunder, Sky And Heaven Stance, Cross The Final Horizon, Liastigrum, Speaking Sky, and Steal The Sky.
AoE2, page 78.
Faloleis Heavenseeker Dedication
FEAT 4
Prerequisites Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven
You become trained in either Acrobatics or Occultism; if you were already trained in both these skills, you become an expert in one of them instead. You gain either the Ki Rush or Ki Strike monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. If you already have both feats, you can instead choose a single 1st-level monk feat.
Special You can't select another dedication feat until you gain two other feats from the Faloleis Heavenseeker or Student of Perfection archetypes.
LOIL, page 224.
Faloleis Rakshasa Magic
FEAT 9
Prerequisites Beastbrood
You can cast dispel magic and reaper's lantern once per day each as 2nd-level divine innate spells. Reaper's lantern manifests as a lantern shaped like the head of your rakshasa incarnation.
LOIL, page 33.
False Faith
FEAT 1
Prerequisites worshipper of Bebraevraes
Bebraevraes knows you may need to disguise yourself in societies that oppose your faith. After spending 1 hour in prayer to Bebraevraes, you can cast spells using the religious symbol of a different deity as your divine focus, and you can address verbal prayers to that deity. Bebraevraes intercepts your prayers and answers them without the named god knowing.
This ability applies to the religious symbol of only one god at a time—making a different religious symbol work in this fashion requires another hour of prayer and causes the old one to cease functioning. You can always use a religious symbol of Bebraevraes without affecting this ability.
Faluratik
FEAT 1
You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you faluratik, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviors. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you.
This feat leads to: Taste Blood.
Advanced Player’s Guide, page 33.
Falutairnn Attendant Dedication
FEAT 2
Prerequisites trained in Arcana or Nature, member of the Falutairn of attendant rank
You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it 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 if you choose arcane or Wisdom as your spellcasting ability if you choose primal.
Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained.
When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Morogrotrud. This grants you additional feats available to only that branch.
Special You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Falutairnn Attendant or halcyon speaker archetype.
This feat leads to: Cascade Bearers Flexibility, Cascade Bearers Spellcasting, Emerald Boughs Loudren, Emerald Boughs Hideaway, Halcyon Speaker Dedication, Dualistic Synergy, Fulminating Synergy, Synergistic Spell, Shared Synergy, Halcyon Spellcasting Initiate, Flexible Halcyon Spellcasting, Halcyon Spellcasting Adept, Halcyon Spellcasting Sage, Persistent Creation, Charged Creation, Mask Familiar, Adaptive Mask Familiar, Rain-scribe Mobility, Rain-scribe Sustenance, Tempest-sun Redirection, Tempest-sun Shielding, Morogrotrud Storytelling, Morogrotrud Recollection, and Lemorel's Lessons.
LOCG, page 101.
Familiar
FEAT 1
An animal serves you and assists your spellcasting. You gain a familiar.
Core Rulebook, page 198.
Familiar
FEAT 1
You make a pact with creature that serves you and assists your spellcasting. You gain a familiar.
Core Rulebook, page 209.
Familiar
FEAT 1
Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural. You gain a familiar.
Dark Archive, page 42.
Familiar
FEAT 1
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar (page 212).
Player Core 1, page 201.
Familiar
FEAT 1
An Animal order serves you and assists your spellcasting. You gain a familiar (rules for Familiars are found on page 212 of Player Core).
Player Core 2, page 152.
Familiar
FEAT 1
You make a pact with a creature that helps you with your martial endeavors and assists your spellcasting. You gain a familiar.
Secrets of Magic, page 42.
FEAT 4
Prerequisites Familiar Master Dedication, able to cast spells
Requirements You have line of effect to your familiar.
Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.
Advanced Player’s Guide, page 174.
FEAT 4
Prerequisites Familiar Master Dedication, able to cast spells
Requirements You have line of effect to your familiar.
Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.
Player Core 2, page 200.
Familiar Foe
FEAT 4
Prerequisites Sitreiku Sentry Dedication, expert in Religion or Undead Lore
You regularly face off against undead and can identify many with a glance. You gain a +1 circumstance bonus on skill checks to Recall Knowledge about undead. Whenever you roll a critical failure on a check to Recall Knowledge about undead, you get a failure instead.
LOKL, page 78.
Familiar Form
FEAT 8
Prerequisites Kostou Dedication
You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability. You gain the familiar form focus spell. Increase the number of Focus Points in your focus pool by 1.
LOPSG, page 49.
Familiar Mascot
FEAT 4
Prerequisites Familiar Master Dedication
Your familiar is the heart and soul of your adventuring team.
When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.
Advanced Player’s Guide, page 174.
Familiar Mascot
FEAT 4
Prerequisites Familiar Master Dedication
When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.
Player Core 2, page 200.
Familiar Master Dedication
FEAT 2
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the Enhanced Familiar feat.
Special You can't select another dedication feat until you have gained two other feats from the familiar master archetype.
This feat leads to: Familiar Conduit, Familiar Mascot, Improved Familiar, and Mutable Familiar.
Advanced Player’s Guide, page 174.
Familiar Master Dedication
FEAT 2
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Player Core 212). If you already have a familiar, you gain the Enhanced Familiar feat (page 153).
Player Core 2, page 200.
Familiar Oddities
FEAT 2
Prerequisites Curse Maelstrom Dedication, trained in Occultism or Curse Lore
Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to Identify Magic on a cursed item or a spell that has the curse trait.
Dark Archive, page 169.
FEAT 12
Prerequisites a familiar
You use your familiar's senses as easily as your own. You project your senses into your familiar. When you do, you lose all sensory information from your own body, but you can sense through your familiar's body until you Dismiss the effect.
While projecting your senses in this way, you can converse telepathically with your familiar if it understands a language.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Advanced Player’s Guide, page 104.
Familiar's Language
FEAT 2
Prerequisites a familiar
You've learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others)
This ability doesn't make them more friendly than normal.
If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Advanced Player’s Guide, page 102.
Familiar’s Language
FEAT 2
Prerequisites a familiar
You’ve learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others).
This ability doesn’t make them more friendly than normal.
If your familiar ever changes to a different creature, you can’t use this ability for 1 week while you absorb your new familiar’s language.
Special This feat has the trait corresponding to the tradition of single spell you Cast (arcane, divine, occult, or primal).
Player Core 1, page 187.
Fancy Moves
FEAT 4
Prerequisites Gladiator Dedication, expert in Performance
You show off your fighting style to discourage your foes.
You can use Performance to Demoralize.
Advanced Player’s Guide, page 175.
Fancy Moves
FEAT 4
Prerequisites Gladiator Dedication, expert in Performance
You show off your fighting style to discourage your foes.
You can use Performance to Demoralize.
Player Core 2, page 201.
Fang Sharpener
FEAT 1
Prerequisites irongut goblin or razortooth goblin heritage
You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you're an irongut goblin, you gain a jaws unarmed attack that deals 1d4 piercing damage, and if you're a razortooth goblin, your jaws unarmed attack deals 1d8 piercing damage and loses the finesse trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 persistent bleed damage per weapon damage die.
This feat leads to: Ankle Bite and Hungry Goblin.
LOCG, page 37.
Fangs
FEAT 1
Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.
Advanced Player’s Guide, page 33.
FEAT 12
You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you're in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
Core Rulebook, page 187.
FEAT 12
You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the height of your jump as though determining the length of a Long Jump. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
Player Core 1, page 175.
Far Lobber
FEAT 1
You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
This feat leads to: Uncanny Bombs.
Core Rulebook, page 76.
Far Lobber
FEAT 1
You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
Player Core 2, page 63.
Far Shot
FEAT 4
Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons' range increments.
This feat leads to: Legendary Shot.
Core Rulebook, page 172.
Far Shot
FEAT 4
Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments.
Player Core 1, page 159.
Far Throw
FEAT 6
When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.
Advanced Player’s Guide, page 135.
Far Throw
FEAT 6
When you Strike with a thrown Weapon, you take only a –single gate penalty for each additional range increment between you and the target, rather than a –2 penalty.
Player Core 1, page 172.
Fascinating Performance
FEAT 1
Prerequisites trained in Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time.
This feat leads to: Focused Fascination.
Core Rulebook, page 261.
Fascinating Performance
FEAT 1
Prerequisites trained in Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for single gate round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for single gate hour.
If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time.
Fast Channel
FEAT 14
Prerequisites harmful font or healing font
Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).
Core Rulebook, page 125.
Fast Channel
FEAT 14
Prerequisites harmful font or healing font
divine power is always at your fingertips, swiftly responding to your call. When you Cast harm or heal by spending 2 skill action, you can get the effects of the 3-action version instead of the 2-action version.
You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).
Player Core 1, page 119.
Fast Movement
FEAT 4
Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.
Core Rulebook, page 89.
Fast Recovery
FEAT 1
Prerequisites Constitution 14
Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
Core Rulebook, page 261.
Fast Recovery
FEAT 1
Prerequisites Constitution +2
Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by single gate.
Fast Recovery
FEAT 14
Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. When you recover from a disease or poison, you can recover from one additional stage of its effects. This applies only when you succeed at a save to recover, not when receiving healing or other assistance.
Player Core 1, page 134.
Fatal Aria
FEAT 20
Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell. Increase the number of Focus Points in your focus pool by 1.
Core Rulebook, page 103.
Fatal Aria
FEAT 20
Your songs overwhelm the target with unbearable emotion, potentially Striking them dead on the spot. You learn the fatal aria composition spell (page 370).
Player Core 1, page 107.
Fatal Bullet
FEAT 16
You're especially talented at striking your enemies in their most vulnerable areas.
When you critically hit with a fatal firearm, you deal an additional die of the appropriate size and damage type for the fatal trait after doubling the weapon's damage. For example, after getting a critical hit with a fatal
Guns & Gears, page 118.