60 feats, from Glean Contents to Grasping Reach.
Glean Contents · Glean Lore · Glean Lore · Glib Mutagen · Glider Form · Glory And Valor! · Glutton for Flesh · Glyph Expert · Gnaw · Gnoll Lore · Gnoll Weapon Expertise · Gnoll Weapon Familiarity · Gnoll Weapon Practicality · Gnome Obsession · Gnome Obsession · Gnome Polyglot · Gnome Weapon Expertise · Gnome Weapon Familiarity · Gnome Weapon Familiarity · Gnome Weapon Innovator · Goading Feint · Goading Feint · Goblin Jubilee Display · Goblin Lore · Goblin Lore · Goblin Scuttle · Goblin Scuttle · Goblin Song · Goblin Song · Goblin Weapon Expertise · Goblin Weapon Familiarity · Goblin Weapon Familiarity · Goblin Weapon Frenzy · Godbreaker · Godless Healing · Gograith's Wayfinder Repository · Golden Body · Golden League Xun Dedication · Golem Dynamo · Golem Grafter Dedication · Goloma Courage · Goloma Lore · Gorilla Pound · Gorilla Stance · Gossip Lore · Gossip Lore · Graceful Guidance · Graceful Guidance · Graceful Khorotond · Graceful Poise · Graceful Poise · Grand Dance · Grand Medic's Mask · Grand Scroll Esoterica · Grand Talisman Esoterica · Grandmaster Qi Spells · Grandmother's Wisdom · Grandmother's Wisdom · Grasping Limbs · Grasping Reach
Glean Contents
FEAT 1
Prerequisites trained in Society
You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, and gain a +single gate circumstance bonus to the check when doing so. You can also use this feat to decipher sealed letters, adding the manipulate trait to your attempt to Decipher Writing. This doesn't prevent witnesses from noticing your efforts; you might need to attempt Deception or Stealth checks to avoid being noticed. In either use of this feat, the recipient is made aware of your efforts on a critical Failure (for instance, you might be caught rubbernecking or you might disturb the papers in a way their owner notices).
FEAT 1
You tap into the collected lore of the divine, accessing a variety of potentially useful information. Attempt a Religion check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery.
Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation.Success You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which.Failure You recall incorrect information or gain an erroneous or misleading clue.Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.Advanced Player’s Guide, page 78.
FEAT 1
You tap into the collected Lore of the divine, accessing a variety of potentially useful information. Attempt a Religion check Critical Success You comprehend the Lore accurately or gain a useful clue from the divine about your situation.
Success You learn two pieces of information about the topic, one true and one erroneous, but you don’t know which is which.
Failure You recall incorrect information or gain an erroneous or misleading clue.
Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.
Player Core 2, page 138.
Glib Mutagen
FEAT 14
Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).
Core Rulebook, page 80.
FEAT 1
Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn.
This feat leads to: Airborne Form.
Secrets of Magic, page 67.
FEAT 9
Frequency once per day
You are descended from the einherji, the worthy warriors of chaos. You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a Strike, whichever comes first. For the duration, the first time each round you successfully Strike a creature of your level or higher, you regain Hit Points equal to half your level.
LOAG, page 98.
Glutton for Flesh
FEAT 10
Prerequisites Ghoul Dedication
You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated.
Book of the Dead, page 49.
Glyph Expert
FEAT 8
Prerequisites Kostou Dedication
You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps. You gain a +2 circumstance bonus to Perception checks to find magical traps, to AC against attacks made by magical traps, to saves against magical traps, and to checks to Disable magical traps. Even if you aren't Searching, you get a check to find magical traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You're also adept at avoiding the effects of traps that feature magical writing, such as runes, glyphs, ancient script, or other forms. When you attempt a saving throw against the effects of these traps, if you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead.
LOPSG, page 49.
FEAT 5
Prerequisites Vicious Incisors
With enough time and determination, you can chew through nearly anything. You deal double your jaws damage to an unattended, inanimate object.
LOAG, page 55.
Gnoll Lore
FEAT 1
You paid attention to your senior hunters to learn their tricks. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Gnoll Lore.
LOME, page 113.
Gnoll Weapon Expertise
FEAT 13
Prerequisites Gnoll Weapon Practicality
Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in flails, khopeshes, mambeles, spears, and war flails.
LOME, page 114.
Gnoll Weapon Familiarity
FEAT 1
You were taught to be a hunter and a raider. You are trained with flails, khopeshes, mambeles, spears, and war flails.
This feat leads to: Gnoll Weapon Practicality and Gnoll Weapon Expertise.
LOME, page 113.
Gnoll Weapon Practicality
FEAT 5
Prerequisites Gnoll Weapon Familiarity
Whenever you critically hit using flails, khopeshes, mambeles, spears, and war flails, you apply the weapon's critical specialization effect.
This feat leads to: Gnoll Weapon Expertise.
LOME, page 114.
Gnome Obsession
FEAT 1
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.
This feat leads to: Eclectic Obsession.
Core Rulebook, page 44.
Gnome Obsession
FEAT 1
You might have a flighty Nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in single gate day of downtime.
Gnome Polyglot
FEAT 1
Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.
LOCG, page 31.
Gnome Weapon Expertise
FEAT 13
Prerequisites Gnome Weapon Familiarity
Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, kukri, and all gnome weapons in which you are trained.
Core Rulebook, page 45.
Gnome Weapon Familiarity
FEAT 1
You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri.
In addition, you gain access to kukris and all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons.
This feat leads to: Gnome Weapon Expertise and Gnome Weapon Innovator.
Core Rulebook, page 44.
Gnome Weapon Familiarity
FEAT 1
You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You gain access to kukris and all uncommon weapons with the gnome trait. You have familiarity with weapons with the gnome trait plus the glaive and kukri—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Gnome Weapon Innovator
FEAT 5
Prerequisites Gnome Weapon Familiarity
You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a glaive, kukri, or gnome weapon, you apply the weapon's critical specialization effect.
Core Rulebook, page 45.
Goading Feint
FEAT 1
Prerequisites trained in Deception
When you trick a foe, you can goad them into overextending their next attack. On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.Advanced Player’s Guide, page 88.
Goading Feint
FEAT 1
Prerequisites trained in Deception
Your tricks make foes overextend their attacks. On a Feint, you can use the following success and critical success effects instead of any other effects you would gain when you Feint; if you do, other abilities that adjust the normal effects of your Feint no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you Feint a given foe.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
Player Core 2, page 164.
Goblin Jubilee Display
FEAT 10
Prerequisites Firework Technician Dedication
Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display.
A goblin jubilee display costs 3 batches of infused reagents, rather than 1.
Critical Success The creature is unaffected.Success The creature is dazzled and deafened until the end of its next turn and takes half damage.Failure The creature is dazzled and deafened for 1 minute and takes full damage.Critical Failure The creature is blinded for 1 round, dazzled and deafened for 1 minute, and takes double damage.Guns & Gears, page 135.
Goblin Lore
FEAT 1
You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.
Core Rulebook, page 48.
Goblin Lore
FEAT 1
You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Goblin Lore.
FEAT 1
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally's movement to adjust your position. You Step.
This feat leads to: Skittering Scuttle.
Core Rulebook, page 48.
FEAT 1
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally's movement to adjust your position. You Step.
FEAT 1
You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour.This feat leads to: Loud Singer.
Core Rulebook, page 48.
FEAT 1
You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single gate enemy within 30 feet. This has all the usual traits and restrictions of a Performance check to sing (page 243).
You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
0 1 2Goblin Weapon Expertise
FEAT 13
Prerequisites Goblin Weapon Familiarity
Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the dogslicer, horsechopper, and all goblin weapons in which you are trained.
Core Rulebook, page 49.
Goblin Weapon Familiarity
FEAT 1
Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper.
In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons.
This feat leads to: Goblin Weapon Expertise and Goblin Weapon Frenzy.
Core Rulebook, page 48.
Goblin Weapon Familiarity
FEAT 1
Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You gain access to all uncommon weapons with the goblin trait. You have familiarity with weapons with the goblin trait—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are Advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Goblin Weapon Frenzy
FEAT 5
Prerequisites Goblin Weapon Familiarity
You know how to wield your people's vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon's critical specialization effect.
Core Rulebook, page 49.
FEAT 20
Prerequisites Crushing Grab, Whirling Throw
Requirements You have a creature grabbed or restrained.
You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes. You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking falling damage as normal for the total height of your jump.
If all three Strikes are successful, you immediately Grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.
Player Core 2, page 127.
Godless Healing
FEAT 2
Prerequisites Battle Medicine, can't have a patron deity
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
This feat leads to: Mortal Healing.
LOWG, page 57.
Gograith's Wayfinder Repository
FEAT 6
Prerequisites Vofalai Agent Dedication, Wayfinder
Requirements You have at least one 1st-level spell slot and a wayfinder.
You can use your wayfinder to store a little extra magic for when you need it most. When making your daily preparations, you can choose one 1st-level spell from your spellbook or spell repertoire and store it in your wayfinder. You can cast this spell from the wayfinder using the normal actions required. Once the spell has been cast, it is expended, and you must make your next daily preparations to store another spell in your wayfinder.
LOPSG, page 120.
Golden Body
FEAT 20
You perfect your body, refining the flex of every muscle and the bend of every joint to maximum efficiency. Your unarmed Strikes gain the deadly d12 trait, and you have fast healing 20, causing you to regain 20 HP at the start of each of your turns provided you have at least 1 HP.
Age of Ashes #6: Broken Promises, page 76.
Golden League Xun Dedication
FEAT 8
Prerequisites master in Underworld Lore
You are a xun for the Golden League, aiding the organization.
You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): Athletics, Deception, Intimidation, or Stealth. In addition, if you use Underworld Lore to Earn Income or Recall Knowledge, when you get a success, you get a critical success instead.
Special You can't select another dedication feat until you've gained two other feats from the Golden League Xun archetype.
This feat leads to: Beneath Notice, Menacing Prowess, Rope Mastery, and Silent Sting.
Golem Dynamo
FEAT 12
Access You are an automaton or are otherwise from the ancient Kriashe Imperium.
Prerequisites Sterling Dynamo Dedication
You've learned the secrets of Shoumabak golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo Strikes become magical.
Guns & Gears, page 53.
Golem Grafter Dedication
FEAT 8
Prerequisites expert in Arcana and Crafting, or an ally with expert proficiency in those skills willing to augment you
Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype.
Special You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype.
This feat leads to: Accursed Clay Fist, Iron Lung, Legs Of Stone, and Quicken Heartbeat.
Extinction Curse #3: Life’s Long Shadows, page 74.
Goloma Courage
FEAT 1
The most important thing you've learned living with fear is how to overcome it. When you roll a success on a saving throw against a fear effect, you get a critical success instead. In addition, you gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you.
LOME, page 117.
Goloma Lore
FEAT 1
You lived an insulated life focused on avoiding danger. You gain the trained proficiency rank in Stealth and Survival.
If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goloma Lore.
LOME, page 117.
FEAT 6
Prerequisites expert in Intimidation, Gorilla Stance
Requirements You are in Gorilla Stance.
You pound your chest before slamming into your foes.
Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target.
If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Advanced Player’s Guide, page 129.
FEAT 1
You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only Strikes you can make are gorilla slam unarmed attacks.
These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.
This feat leads to: Gorilla Pound.
Advanced Player’s Guide, page 128.
Gossip Lore
FEAT 4
Prerequisites Dandy Dedication
Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat (Core Rulebook 260)
If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.
Advanced Player’s Guide, page 167.
Gossip Lore
FEAT 4
Prerequisites Dandy Dedication
Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat (Player Core 254).
If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can’t increase your proficiency rank in Gossip Lore by any other means.
Player Core 2, page 195.
Graceful Guidance
FEAT 5
You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the Aid reaction to grant a bonus to an ally's Reflex save. As usual for Aid, you need to prepare by using an action on your turn to encourage the ally.
LOAG, page 19.
Graceful Guidance
FEAT 5
You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the Aid reaction to grant a bonus to an ally's Reflex save. As usual for Aid, you need to prepare by using an action on your turn to encourage the ally.
Graceful Khorotond
FEAT 7
Prerequisites Acrobat Dedication, master in Acrobatics
Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.
Advanced Player’s Guide, page 155.
FEAT 16
Prerequisites Double Slice
With the right positioning, your off-hand weapon can strike like a scorpion's stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty.
Core Rulebook, page 153.
FEAT 16
Prerequisites Double Slice
With the right positioning, your off-hand Weapon can Strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile Weapon, Double Slice counts as one attack when calculating your multiple attack penalty.
Player Core 1, page 150.
FEAT 8
Prerequisites Masquerade of Seasons Stance
Requirements You're in Masquerade of Seasons Stance.
You can summon the full magic of Balovren's grand dance. Stride up to your Speed; during this Stride, you can walk on air as if it were solid ground. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your Stride on a surface that can support you or you fall.
LOIL, page 126.
Grand Medic's Mask
FEAT 20
Prerequisites Druid Dedication or Wizard Dedication
Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn.
Grand Scroll Esoterica
FEAT 18
Prerequisites Elaborate Scroll Esoterica
You've completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power. In addition to your daily scrolls from Scroll Esoterica and Elaborate Scroll Esoterica, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell.
Dark Archive, page 47.
Grand Talisman Esoterica
FEAT 14
Prerequisites Talisman Esoterica
You've completed your journey in studying esoteric talismans, gaining the ability to place multiple talismans on an item. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item with this ability.
Dark Archive, page 46.
Grandmaster Qi Spells
FEAT 18
Prerequisites Qi single spell
You have unlocked a qi technique achievable only by those who attain complete mastery of both their body and their Spirit instinct. You gain embrace nothingness, qi form, or another 9thrank qi spell you have access to.
Player Core 2, page 127.
Grandmother's Wisdom
FEAT 9
You carry the bones of your ancestors with you, and you can ask them for counsel.
You can cast augury twice per day as a 2nd-level occult innate spell.
LOME, page 114.
Grandmother's Wisdom
FEAT 9
You carry the bones of your ancestors with you, and you can ask them for counsel. You can Cast augury twice per day as a 2nd-rank occult innate spell.
Grasping Limbs
FEAT 12
Your eidolon grabs enemies. Choose one of the eidolon's unarmed attacks with the grapple trait. It gains the Grab action on that unarmed attack.
Secrets of Magic, page 71.
Grasping Reach
FEAT 1
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn't have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon's damage die by 1 step.
LOCG, page 54.